The Alexandrian

Archive for the ‘Roleplaying Games’ category

In the Ancient Caves - Dominick

Go to Part 1

In (Re-)Running the Megadungeon, we looked at how you can evolve a megadungeon over time, actively playing it just like the players actively play their characters: You repopulate it. You modify it. You roleplay the inhabitants.

In the process, you create a dynamic experience that’s constantly surprising and delighting (and terrifying) your players, while also dramatically extending the amount of high-quality playing time you can get out of surprisingly simple prep.

Now I want to return to the series, flip things around, and take a closer look at how the players can evolve the megadungeon over time.

(If you’re here because you’ve innocently just started reading the series: Alert! The last link skipped you forward in time by a dozen years! Don’t worry! Any resulting temporal anomalies will resolve themselves shortly without disrupting your personal continuity.)

INTO CASTLE BLACKMOOR

Of course, almost any action the PCs take in a megadungeon will affect its future form. This is, after all, a back-and-forth dynamic. Killing all the lizardmen is what allows the elementalist to move in and set up shop, right? But what I want to spotlight today are the cases where the PCs more deliberately (and proactively) transform the dungeon.

Most of the examples we’ll be looking at here come from the open table campaign I ran in Castle Blackmoor, the original megadungeon created by Dave Arenson in which the modern roleplaying game was invented, and from which modern D&D was born. Running Castle Blackmoor provides a deeper look into how I set up and ran the campaign, but all you really need to know for now is that Castle Blackmoor sits atop a hill and beneath it lies the dungeon.

When the PCs enter the dungeon, this is the first room they encounter:

Castle Blackmoor - The First Room

Speaking frankly and from experience, this room is incredible.

First, it’s too large for normal torchlight to fully illuminate it. So you’re immediately thrown into a fog of war.

Second, even if you have a more powerful light source, the shape of the room means that you can never see the entire room when you first enter it, no matter which entrance you use. Whether you’re entering the dungeon for the first time or returning to this chamber in the hopes of escaping to the daylight above, you can never be entirely certain if the room is empty… or if there’s something lurking just around the corner.

Third, and most importantly, there are ten doors. (Plus three more secret doors, including two hidden in the columns that aren’t indicated on the map here.) Literally the moment a PC steps into the Blackmoor dungeon, the player is confronted by the absolute necessity to make a choice: Which door are we going to open? Where is our adventure going to take us? The DM isn’t going to make that decision for you. You’re in control of what happens here.

Even if you have literally never played a roleplaying game before (and I’ve run Blackmoor for such players), this room inherently pushes them into actively engaging with the scenario while simultaneously teaching them that the game is about the choices they make.

The entire room screams player agency, and then holds forth the promise of endlessly varied adventure (every time you come back, you can pick another door). It tells you literally everything you need to know about Blackmoor, about dungeons, and about the game in an instant and without ever explicitly explaining any of it.

Playtest Tip: Describing the shape of this room verbally is impossible. If you’re playing in the theater of the mind, nevertheless make a rough sketch of its shape and be prepared to show it to the players. I kept a copy of the sketch I made clipped to my Blackmoor maps. But I digress.

The reason I bring it up here is that it’s a really simple example of player transformation of the dungeon: Confronted with all those doors, the players were confusing themselves when discussing their options and making their maps. So for the sake of clarity, they labeled the doors: First on the maps and then, shortly thereafter, in the dungeon itself.

Starting with the door to the left of the staircase, they labeled them alphabetically, A thru J. (Hilariously, however, the group who first did this missed one of the doors, so “J” ended up out of sequence.) The doors were first labeled in chalk (which one of the PCs had purchased), and this was later made more permanent when mischievous sprites in the dungeon started erasing the labels.

In doing this, my players were unwittingly echoing what Dave Arneson’s original players had done nearly fifty years earlier: After arbitrarily choosing the northwest door, they apparently fell into the habit of using it to mount most of their expeditions. It became known as the “Northwest Passage,” and eventually one of the players hung a wooden placard over the door with this name written upon it.

In my game, a later group took this even further, making coded markings at the various stairs in the dungeon to serve as navigational aids. These codes actually referred back to the door names (so for example, a staircase labeled G2 indicated that they were on the second level and this staircase would take them back to Door G… assuming that they hadn’t gotten lost or confused and encoded the wrong information).

TANGLEFUCK

Castle Blackmoor - Tanglefuck

Becoming lost and confused reminds me of another fun story from my Blackmoor table.

Looking at this section of the dungeon on the map, it seems fairly straightforward, although you may note Arneson’s devilish penchant for oddly angled diagonals.

One evening, however, a group headed into this section of the dungeon and began going in loops. Their map rapidly metastasized (because they were mapping the same corridors over and over again as if they were new passages), and by the time they realized what was happening they were hopelessly disoriented. They began making navigational marks (labeling walls and intersections), but because they were already lost, most of these marks were incorrect, contradicted each other, and only added to their confusion.

Fortunately, everyone at the table was having a great time with this, laughing uproariously whenever the PCs circled around, confident they were breaking new ground, only to come face-to-face with their writing on the wall or floor. (At this point, the sprites had already begun messing with the door labels, so there was also paranoia that something was here in the hallways with them and was altering their signs.)

One memorable moment came when they arrived at an intersection, confidently declared that they had gone left the last time they were here, so they were going to go right this time and they would definitely get out! … except that wasn’t right, and so they ended up looping back around and coming back to the same intersection again.

“Okay, so we definitely went left last time, so we need to go right this time.”

They did this four times!

Ironically, the door out was, in fact, immediately to the left of that intersection.

When they finally figured this out and, with great relief, headed through the door, one of the PCs stopped, took out some charcoal, and wrote in large dwarven runes on the wall, as a warning to all who might come here in the future: TANGLEFUCK.

And thus this section of the dungeon came to be known forever after.

OTHER TALES FROM THE TABLE

In another campaign I ran, the PCs began collapsing tunnels to prevent anyone else from entering a section of the dungeon haunted by a malevolent force. In yet another, the PCs memorably hired a group of mercenaries to guard the entrance to the dungeon and prevent other adventurers from entering. (An effort which met with mixed success.)

These player-led transformations are particularly wonderful in an open table: Because there are other players exploring the world who were not part of the group which made the original changes, those players get to discover them as artifacts of the world (and, conversely, leave their own transformations for others to discover in turn).

These long-term interactions across multiple sessions and groups can pay off in a multitude of gloriously unexpected ways. For example, I mentioned that my Blackmoor players began encoding navigational markers. But there were actually multiple characters who had the same idea, which meant that different groups were encoding information in different, overlapping ways. And then there was the memorable group where only one player had previously been part of an encoding group… and he screwed up the code. So not only did that group leave miscoded marks, but the other PCs in the group — who had been taught the incorrect method — carried that mistaken information into other groups and spread it even farther.

So who made these markings? Another group of explorers? Or monsters looking to trick the interlopers?

The fact that there are other real people interacting with this shared game world and that you can see the consequences of their actions and they can see the consequences of yours is intoxicating. (And can easily lead to motivating players to make even larger and more meaningful impacts on the game world.)

Even at a dedicated table, however, player-led transformations are great. It’s basically GMing on easy mode: You can often just lean back and take notes.

More importantly, the players are metaphorically throwing you a ball. They’re inviting you to play with them, and in the process making it a lot easier for you to generate your own responses that will continue to evolve the dungeon. (Like those sprites altering the navigational markings.)

All you need to do is pick up the ball and throw it back.

FURTHER READING
Treasure Maps & The Unknown: Goals in the Megadungeon
Keep on the Borderlands: Factions in the Dungeon
Xandering the Dungeon
Gamemastery 101

 

Special Forces at the Peephole - Andy Gin

DISCUSSING
In the Shadow of the Spire – Session 33E: Maggots & Ratsbane

Someone threw themselves against the door Dominic and Tor were propping themselves against. It barely budged. They glanced at each and made a quick, unspoken decision. Dominic stepped away and Tor, timing things perfectly, yanked the door open at precisely the right moment.

A young elf woman – ebon-skinned like Shilukar – came stumbling through, thrown off-balance by the sudden disappearance of the door she had been planning to throw herself against.

Dominic and Tor were quick to take advantage – the former’s mace crushing her upper arm and Tor’s sword cutting deep into her thigh. She stumbled further down the hall, shouting over her shoulder. “Theral! There are six of them! Grealdan’s dead!”

Dominic looked through the open door and spotted Theral – the Brother of Venom that Tee had seen discovering Reggaloch’s body – beginning to cast a spell. He promptly slammed the door shut.

Back in Session 13B: The Tragedy at the Door, the PCs lost control of a doorway and nearly paid the ultimate price. In this session you can see them take control of a doorway and repeatedly use it to their advantage during the fight.

I often see doors getting ignored during fights. I think part of that is tied into some of the issues I discussed in Dungeon as a Theater of Operations: We have a tendency to get strongly locked into the idea that there’s a “fight keyed to Area 5” and, therefore, the fight takes place in Area 5 (and nowhere else). This, of course, frequently eliminates the door leading into Area 5 as being irrelevant.

I’m uncertain how much the proliferation of VTTs may be affecting this (since they often persistently feature the entire map of the dungeon), but “put the PCs in the room and then start the fight” is an attitude that you can even find infecting published adventures.

But just look at what a door can do for you! (Or to you.)

They’re natural chokepoints, allowing small groups (like PCs) to control their front line against much larger groups.

They can be used to control line of sight (and also effect), as seen here with Dominic using a readied action to slam the door shut and negate an enemy spellcaster’s entire action.

They can be used to separate groups, tactically isolating them and allowing them to be defeated in detail. (This is similar to attacking an enemy force when they’re halfway across the river.)

Conversely, if you move through a door and engage an enemy on the opposite side, then the doorway becomes your means of retreat. If you lose control of the doorway or are otherwise cut off from the doorway, then you’ll become trapped.

If someone is holding a door and using it against you, then you need to develop some method for breaching the door. (Or, alternatively, creating an alternative method of egress — using a window, teleporting, blasting a hole in the wall, turning ethereal, etc.)

In practice, of course, all of these myriad tactical considerations will be swirling around each other in the chaos of battle.

And we haven’t even started looking at doors with special features!

  • How can a trapped door be used to your advantage during a fight? (Particularly if the trap resets whenever the door is shut.)
  • What about doors that have magical effects attached to them? (Like magic portals!)
  • You can get similar effects with non-magical portals, too! (For example, you might have a portcullis that’s rigged to come crashing down when someone pulls a lever.)

Some of these will create unique tactical opportunities. Others will simply complicate the ones we’ve already discussed!

Campaign Journal: Session 34ARunning the Campaign: A Confusion of Names
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 33E: MAGGOTS & RATSBANE

December 28th, 2008
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Ratmen Platoon - Midjourney

RATSBANE

As they pushed their own way through the secret door to pursue him, however, a carpet of dire rats poured through the illusionary wall.

There were dozens of them, but Agnarr just smiled grimly. “Okay, I think we’ve got this.” Twirling his blade slowly he moved forward.

But the rats were followed by a platoon of ratmen, all armed with dragon rifles. Several of them fired at Agnarr as they entered and the sickly-sweet scent of burning flesh filled the air.

Dominic reflexively laid his hands on Agnarr and the burn marks softened away. The barbarian was already bellowing with rage and a moment later, gritting his teeth, he charged. Tor followed in his wake with a rallying cry of his own. They cut a swath through the dire rats, trying to open a path to the rifle rats… but they were going to be too late. The riflers were coming into formation and lowering their guns for what was certain to be a lethal barrage.

But Ranthir, seeing what was happening, focused all of his energy. He had already cast one fireball that day, and the effort of trying to reforge the pathways of mystical force through his own mind and soul through sheer force of will was literally excruciating…

A ball of fire burst forth in the middle of the room, leaving in its wake a hillock of burnt ratflesh.

With a triumphant cry, Agnarr and Tor finished their swath of death through the dire rats and cut into the three rat riflers who were still standing. The riflers fell back before them with a desperate panic in their eyes. Theral and the only rat chieftain who had escaped the blaze, seeing their seeming triumph rendered instantly into desolation, turned and fled back through the illusionary wall.

MAGGOTS’ END

Tee and Elestra, meanwhile, dashed past the melee, hot on the heels of Vocaetun (who had disappeared down the stairs during the confusion). Tee forced him to turn and fight, dissipating one of his illusionary images in the process. But with a wave of his wand he blinded her again.

He turned to run again. Seizing the moment, Elestra murmured a few words, called upon the Spirit of the City, and laid her hand on his back… to no seeming effect.

He dashed around the corner… and then there was a bone-chilling scream which ended in a hideous gurgling.

Tee, her vision clearing, glanced at Elestra and then rounded the corner.

Vocaetun lay on the stairs. His mouth was frothed with maggots, which were also ripping their way out of the skin on his arms and around his neck. He was dead.

They quickly searched his body, taking his wicked wand so that Ranthir could turn it to their own purposes, and then dragged the corpse back up into the kaleidoscopic hall. By the time they returned, Tor and Agnarr had finished mopping up the last of the rats and ratmen.

Dropping Vocaetun’s corpse unceremoniously on the floor, Tee quickly searched the bodies of the others they had slain. On the weasel-faced man they found a note:

LETTER TO GREALDAN

Brother Grealdan—

We have intercepted letters from Reggaloch to others in the Ebon Hand. They are planning to betray us. When the signal comes, be prepared to purify the cause of chaos. Be wary.

And now they were faced with a decision: Should they pursue Theral? Descend the stairs? Finish their explorations of this level of the temple? Or retreat before more reinforcements arrived?

Running the Campaign: Battles at the DoorCampaign Journal: Session 34A
In the Shadow of the Spire: Index

 

Left Hand of Mythos - Harris Chemical Plant (Exterior View)

Go to Part 1

NODE 7: HARRIS CHEMICAL PLANT

(4121 Minnehaha Ave., Minneapolis, MN)

  • Located along Minnehaha Avenue, which runs between downtown Minneapolis and Minnehaha Falls.
  • A Milwaukee Road rail line runs behind the chemical plant, servicing other factories and grain silos that run up and down the western side of Minnehaha Avenue.
  • A rail spur runs into the Harris loading dock, it’s not unusual for 1-3 tanker cars to be parked there (loading or unloading chemicals).

BACKGROUND

  • Founded by Ezra Harris in 1895.
  • Ezra Harris died in 1905 and the company was inherited by his son Clarence.
  • Clarence died in 1923 without heir and the company was acquired by John Barca. (Clarence was actually poisoned by Tanit cultists specifically so that they could acquire the company.)
  • Harris Chemicals has a contract with the federal government to denature alcohol: Although banned by Prohibition, alcohol still has a wide variety of necessary uses in industry. When it became clear that this industrial alcohol was being used to create illegal liquor, the government began denaturing the alcohol — adulterating the alcohol with foul-tasting additives that wouldn’t affect its industrial uses, but made it unpalatable for drinking.
  • Under Barca’s direction, some of the denatured alcohol is also adulterated with Tanit parasites. This alcohol is then dropped off at an otherwise abandoned warehouse a few blocks south on Minnehaha Avenue, where Oleg Andersson picks it up and takes it to Node 6: Davis Farm to be renatured and turned into Minnesota 13.
  • The secret section of the denaturing plant where the Tanit parasites are added to the alcohol is also being used as a convenient holding facility for kidnapped kids before they are taken to Node 8: Minneapolis Federal Reserve.

SURVEILLANCE

Workers: The plant employs nearly fifty people. It operates twenty-four hours a day in three shifts, although the night shift is a skeleton crew.

Security: There are four security guards on the day shifts (one at the front desk, one at the loading docks, and two on patrol). At night this is increased to six security guards. (This seems like an unusual amount of security for a business like this.)

Loading Dock: There are usually 1-3 tanker cars on the Harris rail spur, which are filled or emptied with special pipes and hoses before being picked up. Trucks arrive throughout the day, loading and unloading barrels.

Secure Denaturing Facility: External surveillance will note a special freight elevator on the loading dock that requires special keys to access. (This freight elevator leads to the denaturing facility.) PCs who gain access to the plant interior (getting hired, posing as inspectors, etc.) will be able to identify the location and public function (denaturing alcohol) of the secure facility.

John Barca: Barca will intermittently stop by the facility. He’ll visit the management offices and then go into the secure denaturing facility (on his way to the Tanit infusion area). Streetwise or Bureaucracy pegs him as out of place (his suit and shoes several tax brackets above anyone else working here). He can be followed back to Node 8: Minneapolis Federal Reserve.

Company-Owned Truck: Harris Chemical Plant has a single company-owned truck, which can be noticed as distinct from the other trucks coming and going from the loading dock. Following this truck will reveal a handful of local deliveries, but also notably:

  • Being loaded with barrels of denatured alcohol that’s dropped at an abandoned warehouse a few blocks north. (Oleg Andersson then picks these barrels and takes them to Node 6: Davis Farm.)
  • Transporting kidnapped kids (see below).
  • Leaving empty to pick up tophet serum from Node 8: Minneapolis Federal Reserve and bringing it back here.

Moving Alex Griffin: During the night shift on Sunday, November 15th, Alex Griffin is moved to Node 8: Minneapolis Federal Reserve by four Tanit cultists in the company-owned truck. (He’s brought down the secure elevator and loaded into the company truck.)

QUESTIONING WORKERS

Drivers: The Harris drivers can give details about their normal delivery schedule and the secure freight elevator used for processing denatured alcohol.

  • They also intermittently pick up crates from Node 8: Minneapolis Federal Reserve, which are sent up the secure freight elevator to the denaturing facility.
  • Any Interpersonal 1 / Credit Rating 1: The Harris drivers will reveal that they intermittently drop denatured alcohol at an abandoned warehouse a couple blocks north of the chemical plant. They don’t know, but they suspect what happens to it after they drop it off.

Other Workers: Any Harris worker can tell the PCs about normal plant operations, layout, and the secure denaturing facility.

ENTRANCES / GETTING IN

Front Entrance: On the corner of the building. Leads to the Front Office.

Loading Dock:

  • Front Office: A door leads from the Loading Dock to the Front Office.
  • Factory Floor: Large doors lead from the Loading Dock to the Factory Floor.
  • Freight Elevator: Goes up to the Testing Labs on the 3rd Floor.
  • Secure Elevator: Goes up to the Denaturing Facility on the 4th Floor.

Windows: 1st Floor windows are barred (except in the Front Office). Windows on the higher storeys are unbarred (except for the 5th Floor, which are heavily secured and cannot be opened).

INTERIOR

Left Hand of Mythos - Harris Chemical Plant, with locations labeled.

1st FLOOR

1st FLOOR – LOADING DOCK

  • Trucks can drive into the rear loading yard from the street; there’s an entrance gate and an exit gate.
  • The rail spur leads directly across Harris Chemical’s yard and into the loading area.
  • There are two freight elevators — one leads to testing labs on the 3rd Floor; a secure freight elevator leads to the Secure Denaturing Facility on the 4th Floor.
  • Large loading doors lead to the Factory Floor.

FRONT OFFICE

  • Located on the corner of the building.
  • Staff here manages customers and processes shipping documents brought here from the loading docks.
  • Stairs lead up to the Management Offices on the 2nd Floor; and down to the Basement.
  • Bureaucracy: There’s plenty of evidence to be found here of John Barca’s ownership of the company, although he seems to take little interest in the day-to-day management, except for the denaturing contracts.

FACTORY FLOOR

On the far side of the loading docks from the Front Office.

  • Various vats, pressure vessels, and the like.
  • The ceiling is two storeys high with windows primarily on the upper level.
  • Stairs lead down into the Basement; and up to the Testing Labs.
  • The Management Offices overlook the factory floor; there’s a balcony and also large glass windows. A staircase leads from the offices down to the factory floor.

BASEMENT

  • Non-volatile storage.
  • PCs can waste a lot of time down here, but there’s little of interest.
  • File Cabinets: Digging through these dusty records with Bureaucracy will reveal the factory’s history of ownership (including John Barca’s current ownership). It will also reveal that the 4th Floor was heavily revamped to accommodate the federal denaturing contracts, and further construction work was done up there following Barca’s acquisition of the company.

2nd FLOOR

MANAGEMENT OFFICES

  • These offices overlook the Factory Floor. (There’s a balcony and a glass wall. Stairs lead down from the balcony to the Factory Floor.)
  • In the corner of the building directly above the main entrance, there’s a spiral staircase leading up to John Barca’s office (which is on the top floor of a tower). Bureaucracy in Barca’s office both identifies him as the owner of Harris Chemical and reveals that chemical shipments are being made from Node 8: Minneapolis Federal Reserve which he’s personally overseeing (which doesn’t make a lot of sense, although they’re tied to the federal denaturing contracts).

3rd FLOOR

TESTING LABS

  • Chemistry reveals that these labs are conducting perfectly mundane testing and development work; exactly what you’d expect from an industrial chemical plant.
  • Well-secured doors limit access to the 4th Floor.

4th FLOOR

SECURE DENATURING FACILITY

  • Can be accessed via well-secured stairwells from the 3rd Floor or via the secure freight elevator from the Loading Docks.
  • Evidence Collection / Bureaucracy: John Barca has left detailed instructions on the specific quantity of denatured alcohol which, instead of being directly shipped out, should be redirected to the 5th Floor. (These instructions explicitly identify John Barca.)
  • Entrance to Tanit Infusing Facility: The entrance to the secure facility on the 5th Floor is hidden, requiring a 1-point spend to find. (Any leveraged clued pertaining to the secure facility — records of the facility, noticing the 5th Floor windows on the outside of the building, etc. — removes the requirement for the 1-point spend.)

5th FLOOR

TANIT INFUSING FACILITY

  • In this special chemistry lab, Tanit parasites — stored in glass bottles containing purplish liquid — are carefully infused into the denatured alcohol.
  • Chemistry: Procedural notes here reveal that the Harris Chemical denaturing process has been carefully designed to prepare the alcohol for infusion with the “tophet serum.” (Infusing raw alcohol would apparently “sterilize” the serum.)
  • Crates: Labels on empty and half-empty crates indicate that the “tophet serum” is shipped here from Node 8: Minneapolis Federal Reserve.
    • Bureaucracy 1: The markings indicate that the crates were stored in the vault at the Federal Reserve Building.

HOLDING CELL

  • Alex Griffin is held in a small, heavily soundproofed cell on the far side of the Tanit Infusing Facility.
  • Alex Griffin: Alex was kidnapped from Node 4: Harriet Tubman’s Asylum for Colored Orphans and brought here several days ago. He doesn’t really understand what’s happening, he’s very scared, but he’s just barely managing to keep it together. Any show of human kindness or a suggestion that the PCs are going to take him somewhere safe triggers an emotional breakdown (Reassurance can help pull him back together). Alex notably overheard someone say that he was going to be “taken to the Fed,” although he doesn’t know what that means.

NPCs AT HARRIS CHEMICAL

HARRIS CHEMICAL SECURITY: Athletics 5, Mechanical Repair 4, Scuffling 6, Fleeing 4, Weapons 5, Health 8

Alertness Modifier: +1 (Careful Eye)
Stealth Modifier: -1 (Uniforms stand out)
Weapons: .38 revolver (0), Billie Club (-1), Fists (-2)

TANIT CULTISTS: Athletics 5, Firearms 4, Scuffling 6, Weapons 5, Health 8

Alertness Modifier: +1 (three eyes are better than two)
Stealth Modifier: 0
Weapons: dagger (0), fists (-2), small caliber pistols (-1)
Stability Loss: +0, if seeing the eye

Go to Node 8: Minneapolis Federal Reserve

Scenario hooks in published adventures are often underwhelming. That’s because the designers have no way of knowing what’s happening in your campaign. But you do! ENnie Award-winning RPG designer Justin Alexander reveals the secrets of weaving your adventures together by planning and retrofitting your hooks.

MORE ABOUT SCENARIO HOOKS
Surprising Scenario Hooks
The Lion, the Witch, and the Scenario Hook
Scenario Tools

Subscribe Now!


JUSTIN ALEXANDER About - Bibliography
Acting Resume

ROLEPLAYING GAMES Gamemastery 101
RPG Scenarios
RPG Cheat Sheets
RPG Miscellaneous
Dungeons & Dragons
Ptolus: Shadow of the Spire

Alexandrian Auxiliary
Check These Out
Essays
Other Games
Reviews
Shakespeare Sunday
Thoughts of the Day
Videos

Patrons
Open Game License

BlueskyMastodonTwitter

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.