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Necromancer's Work - warmtail

Go to Campaign Status Documents

If you’re running a sandbox campaign with ‘crawl-type scenarios (dungeoncrawls, hexcrawls, urbancrawls, etc.), you’ll most likely want to restock those scenarios.

For example, let’s say that there’s a ruined keep west of the village in Hex F6. As the campaign begins, this dungeon is filled with rausling bandits who have been staging raids on the merchant caravans and other travelers passing through the area. At some point, the PCs decide that they’re tired of being harassed by rauslings, so they track the bandits back to the keep and wipe out them out.

The keep now stands empty. That’s a really easy form of status quo, and it could persist for any length of time. But do you want the keep to stand empty forever?

Quite possibly not! In fact, it can be very interesting to have someone else move into a dungeon the PCs have already cleared out once. Going into a dungeoncrawl when you already know the layout of the dungeon is a distinct experience and a very different strategic challenge. Plus, the changes made by the new inhabitants can provide cool surprises!

So what I’ll do when running a hexcrawl sandbox is simply list all of the locations that are currently empty. After each session, I’ll go down the list and make a restocking check for each location on the list (usually 1 in 6 or 1 in 8). If the check succeeds, I’ll figure out who’s moved in (more on that below), create a new version of the adventure notes, and remove the location form the restocking list.

Updating the scenario notes is actually quite similar to doing a dungeon status update, with most of the work being done by simply swapping in a new adversary roster. Rather than doing a “diff file” for the updated room key, though, I’ll take the time to briefly modify my original adventure notes, print up a new copy, and file it in the appropriate spot. (There’s no way to be certain when the PCs will actually re-engage with the dungeon, after all.)

Tip: Even in non-sandbox campaigns, it can be fun to restock and revisit old dungeons. For example, in my Ptolus campaign the PCs cleared out the Temple of the Ebon Hand. Later they hit another cultist stronghold, but some of the cultists escaped. These cultist refugees ended up taking refuge in the abandoned Temple of the Ebon Hand, where the PCs eventually tracked them down.

RESTOCKING MEGADUNGEONS

The same methodology can also be applied to megadungeons. Basically you want to split the megadungeon into sectors and then make restocking checks for each applicable sector.

There are a couple different approaches I’ve used for defining sectors. In my Castle Blackmoor campaign, I followed Dave Arneson’s lead and split each dungeon level roughly into quarters. In other megadungeons, I’ve typically taken a more bespoke approach of looking for the “natural” break points in the dungeon. (For example, if you’ve got two chokepoints in the dungeon, all the rooms between those chokepoints are a natural “sector” that’s likely to be occupied by a particular faction.) The most important thing, I think, is for the sectors to make sense to you. As long as that’s true, it will be much easier for you to keep track of them and also to interpret the “meaning” of your restocking checks.

There are two types of restocking checks you can use in the megadungeon: empty sectors and disturbed sectors.

Empty sectors work more or less like cleared hexes, checking each empty sector once per prep period. (Although I’ve found that 1 in 4 or 1 in 6 seem to have better results as intervals.)

Disturbed sectors, on the other hand, involve tracking each sector the PCs enter during an expedition into the megadungeon, and then checking each one during the next prep period. After checking the disturbed sectors from the previous session, you clear that list.

Of course, both techniques can also be used in tandem (checking both empty and disturbed sectors during each prep period).

Tip: These techniques can also be used with medium-sized lairs and other dungeons that don’t quite aspire to “mega.”

OTHER RESTOCKING CHECKLISTS

You can use similar techniques with other scenario types, too.

For example, if you’re running a heist scenario and the PCs get made during onsite surveillance. How long does it take for the target to figure out that something is wrong and increase their security? Obviously you could just make that decision, but you could also drop this onto your campaign status document and make daily “restocking” checks to see when the reinforcements get installed.

(This can become quite interesting in a more complicated campaign where the heist is only one of several things that the PCs are juggling at the same time.)

RESTOCKING PROCEDURES

The actual process of restocking can be considerably easier if you’re using a game system that comes packaged with procedural content generators. For example, you just have to flip through the 1974 D&D manuals to find detailed dungeon stocking tables and treasure generators. On the other hand, these tools are largely or completely absent from 5th Edition D&D. (And most other RPGs.)

When these tools are absent, I’ll often make the effort to create them. There are also a few universal techniques you can use to fake it until you make it. For example, the AD&D 1st Edition Monster Manual conveniently has almost exactly one hundred pages of monsters. I’ve done a whole bunch of ad hoc stocking over the years by just rolling percentile dice, flipping to the appropriate page, and then randomly picking a monster on that page.

Also think about how you can use tools you’ve already created. For example, if you’re running a hexcrawl or megadungeon you’ve probably created a random encounter table. You can use this same table to determine creature type(s) for your restocking. (This can be limiting, though, as it means you won’t be injecting anything new into your campaign. On the other hand, that may actually be desirable in many cases.)

Next: Event Fallout

Wizard in the Dark Dungeon - liuzishan

Go to Campaign Status Documents

As I mentioned in my original article describing the use of campaign status documents, every campaign is unique and that means that the campaign status document for every campaign will be a little different. This series will be taking a closer look at some of the very specific tools I’ve developed and used for campaign status documents over the years, including examples drawn from actual play, and it will certainly make more sense if you’re familiar with campaign status documents.

I’m going to refer to these as campaign status modules. And, as I say, there’s nothing sacrosanct about them. The whole point is to take this stuff and adapt it, molding it to whatever the immediate needs of your current campaign are.

Also, importantly, I’ve never had a campaign status document that featured ALL of the modules we’ll be talking about. You really want to identify the stuff that you need and use that. (And only that.) Including stuff that you don’t need actually creates a negative value, filling your status document with a bunch of cruft that makes it harder to maintain the vital material and use it during play.

TRACKING DUNGEONS

I’d like to start by taking a peek at how I track dungeon status. This is a form of scenario update, and I did take a look at quite a few of the techniques I use in the original article.

  • adversary rosters
  • updated room keys
  • scenario timelines
  • return to the status quo

What I’d like to do here is look at some specific examples of this in practice.

The first thing is that, as with everything else on the campaign status document, you can and should keep it simple: Just because you have all of these tools available for tracking dungeon status, it doesn’t follow that you need to use them all. For example, here’s what the dungeon status for the Kolat Towers in my Dragon Heist campaign looked like in the Session 13 status document:

5.4 ZHENTARIM – KOLAT TOWERS

Mimic killed.

K12: Two destroyed staffs.

This was all that was needed given the changes that the PCs had affected at that point.

As more details are needed, the tools I most commonly invoke are the adversary roster and updated room key.

Prepping a dungeon around an adversary roster not only makes it much, much easier to run the dungeon as a dynamic environment, it also makes updating the dungeon incredibly easy: The things most likely to change about a dungeon, after all, are its denizens. During play you can easily update the roster as necessary (e.g., crossing off casualties). Then, between sessions, you can simply update the roster, put the current version in your status document, and ignore the original.

The flipside of this coin are the physical fixtures of the dungeon. The updated room key is a simple “diff file” that reminds you of any changes that have been made because of the PCs’ actions. (For example, if they rip a door off its hinges, then I should try to remember that next time they pass through that room.) I generally find that I don’t need more then one or two sentences to jog my memory for this kind of stuff.

Here’s an example update sheet for a dungeon from Monte Cook’s Banewarrens campaign:

CURRENT ENTOURAGE (10/20/790)

2 Undead Knights (Wights)Area 1
GlyptodonArea 3
2 Undead Knights (Wights)Area 7
Golden One + Emperor CobraArea 7
Slaadi (x2)Area 12
Vallacor + Dire BoarArea 18

BW08 – LOCATION STATUS

AREA 12: Great white shark corpse on edge of Conflagration (partially eaten by slaadi).

AREA 12 – CAVE: Bison carcass.

AREA 21: Xorn refuses to make alliance with the Golden One.

(The xorn here is listed in the key rather than the adversary roster because it won’t leave Area 21 under most circumstances.)

Design Note: In these notes, “BW08” is an alphanumeric code I use to refer to this specific adventure. (In the Dragon Heist example, “5.4” fulfills the same function.) These codes help me organize my notes and, as you can see here, make it easy to cross-reference the scenario (either in my campaign status document or another scenario).

The final piece of the puzzle, scenario timelines, are tied to the concept of status quo design: The dungeon exists in a literal or effective state of status quo (i.e., how it is described in your initial adventure notes) until it is perturbed by the PCs. For example:

  • 10/05/790: Tee attacks Temple of Deep Chaos.
  • 10/06/790: Tee unleashes nightmare on Arveth, leaving her fatigued next day.
  • 10/07/790: Arveth hits Tee with Dais of Vengeance.
  • 10/08/790: Tee unleashes nightmare on Arveth, leaving her fatigued next day.
  • 10/09/790: Arveth switches sleeping pattern so that she won’t be asleep at night.
  • 10/10/790 (4 AM): Arveth hits Tee with Dais of Vengeance (forced to watch her friends’ eyes ripped out).
  • 10/10/790 (11 PM): Rissien and Santiel are kidnapped from Narred and taken to Temple of Deep Chaos.
  • 10/13/790: Santiel is blinded.
  • 10/14/790: Santiel’s eyes delivered to Tee.
  • 10/15/790: Santiel is killed.
  • 10/16/790: Rissien suspended in Kaleidoscope Temple.
  • 10/21/790: Rissien is killed. (Possibly rescued by Dark Leaf.)

I use strikeout text to indicate events that have already happened. In some cases I’ll simply delete these entries, but I’ve too often found that it can be essential to easily reference this past continuity during play. In fact, for many types of actions, it’s far more efficient to simply list what happened (and then describing things accordingly) rather than trying to account for every individual change in the key.

It follows, of course, that the items which have not been struck out are stuff that hasn’t happened yet. They may, in fact, never happen. (If, for example, Tee catches up with Arveth before she can kidnap Rissien and Santiel.) Such events are generally based on the intentions and plans of the NPCs, and prepping them can be smart if (a) they’re sufficiently complex or convoluted that it will be valuable to puzzle them out between sessions, (b) juggling all the off-screen actions of the NPCs would be too difficult to handle during play, and/or (c) they would involve some form of additional prep (new stat blocks, physical props, etc.) that can’t be improvised during the session.

Once I start rolling out timelines, there are two key questions I ask:

  • When is it likely that the PCs will re-engage with this dungeon? I won’t prep timelines much beyond that point because the likelihood of wasted prep becomes high.
  • If the PCs don’t further interact with this dungeon, what will the new status quo be?

The latter question can be easy to overlook, but is a really essential component of efficient, smart prep. Some situations will just continue to spiral out of control (spinning their chaos out into the rest of the campaign), but a lot of scenarios will instead settle down into a status quo (e.g., the mafiosos bring in new muscle to guard their drug operation and then… that’s it, they’ve taken the precautions they think they need to take). You can simply prep up to that new status quo, file it in the appropriate section of your campaign notes, and then stop thinking about it until it becomes relevant again.

Next: Restocking Checklists

Descent Into Avernus - DMs Guild Support

Go to Table of Contents

The Alexandrian Remix of Descent Into Avernus utilizes a number of additional books from Wizards of the Coast, the DM’s Guild, and other third-party content. (This wealth of support material is one of the great things about using published D&D campaigns.)

By popular demand, here’s an authoritative list of all the resources referenced/required by the Avernus Remix (not including Descent Into Avernus itself).

AVERNIAN HEXCRAWL

The hex key for the Avernian Hexcrawl includes locations referencing these books:

Warlords of Avernus
Forges of Avernus
Bitter Rivals
Dance of Deathless Frost
Vysianter’s Guide to the Red Wastes of Avernus
Tyrants of the Purple City
Encounters in Avernus
Infernal Encounters
Ruined Prospects
Diabolical Dive
Infernal Insurgency
Abyssal Incursion
Temple of the Broken Prince

Note that several of these were used for a single location and could be swapped out if you don’t want to go whole hog.

AVERNIAN RANDOM ENCOUNTERS

The Avernian random encounter tables pull demons and devils from a wide array of awesome monster manuals:

Mordenkainen’s Tome of Foes
Volo’s Guide to Monsters
Encounters in Avernus
Infernal Encounters
Emirikol’s Guide to Devils
Scientific Secrets of Avernus
Book of Fiends 5E
Avernus Rising: Fang & Claw

REVIEWS

If you’d like more information about the books listed above, most of them were detailed as part of the reviews series done as part of the Avernus Remix:

Capsule Reviews: DMs Guild
Capsule Reviews: Rhodarin Avernus
Capsule Reviews: Adventurers League (Season 9)

Links above are affiliate links and help support the Alexandrian! Hope this helps!

The Stygian Library - Emmy

The Gardens of Ynn and The Stygian Library are a pair of depthcrawl mini-campaigns by Emmy “Cavegirl” Allen. It would probably be more accurate to describe them as THE depthcrawl mini-campaigns, since the entire depthcrawl concept was invented by Allen for these books.

The Gardens of Ynn came first. A 79-page, PDF-only book with fairly crude productions values, but golden content. The Stygian Library was more or less the sameF, but a 2020 Kickstarter saw this book revamped with gorgeous gothic illustrations and a deluxe printed edition.

INTO THE GARDENS

One day you may find a strange door in a garden. It wasn’t there yesterday. It may not be there tomorrow. But today it looks as if it’s been there for a hundred years, and above it are written the words The Garden of Ynn by way of Whiteoak. Or Hobbiton. Or Waterdeep. Or Bywater-Under-the-Bay.

On the other side of the door is a different garden. A strange and feyish place of glass-roofed mausoleums, singing orchards, and frozen silk-gardens. Haunting these hedgerows are bonsai turtles, giant caterpillars, animated chessmen, and ferocious white apes. And if you choose to go exploring – to go deeper – there are stranger things to be found as the skein of the garden peels back: steam pipes and splicing vats and the vivisection theatre.

LOST IN THE LIBRARY

“Put enough books in one place, and they distort the world.” The Stygian Library is that place between worlds towards which any building stacked high with books (or scrolls or tomes) is bent. Pass between the shelves, explore the chambers of learning, and you may find yourself passing to another realm where the rows of shelves continue without end.

Here there are chained books, silent printing presses, time-locked vaults, and spirit planetariums, all carefully attended by the five Orders of Librarians – Red, Yellow, Black, White, and Grey – who pursue a secret agenda that is somehow related to the spirit tubes and phantom pumps that seem to lace the library’s hidden ways.

Because the Library connects all great stores of knowledge across the multiverse, the answers to almost any question you might ask can be found here… and this is precisely what will lure many into its dusty halls.

WHAT IS A DEPTHCRAWL?

I’ve written up a detailed overview of depthcrawls, but here’s the quickie version: Depthcrawls are a method for procedurally generating an exploration scenario. Each keyed site is created by randomly combining three or four different elements:

  • Location
  • Detail
  • Event
  • Encounter

So, for example, in the Stygian Library you might generate:

  • Reading Lounge
  • Funeral Urns
  • Footprints, Litter, Notes, & Other Signs of Passage
  • 5 crawling things

These are not, it should be noted, simply enigmatic entries on a random table: Each element is supported by a meaty, play-oriented entry. And so, in this case, I know that the PCs find an assortment of funerary urns arranged around a comfortable room with richly upholstered couches and elegant coffee tables. From several of these urns, there are footprints leading away from them… and as I’ve generated “crawling things” as the encounter, it’s reasonable to intuit that these “foot” prints belong to crawling things which have somehow emerged from the ashes within the urns.

Or perhaps something completely different.

That’s the beautiful alchemy of the depthcrawl: In the process of bringing these disparate elements together (both with each other and with the current circumstances and continuity of the campaign), you – as the GM – will be performing a constant series of creative closures, making every journey into either the Garden of Ynn or the Stygian Library utterly unique. In practice, it very much feels as if you an Allen are engaged in a beautiful dance, your own creative impulses – and those of your players – swirling endlessly with the raw fodder of these setting/adventure books to summon forth something truly magical.

As the PCs journey deeper (into either Garden or Library), their current “depth” serves as a modifier on the random tables, slowly pushing the results towards both greater terrors and terrifying truths.

LIMINAL SPACES

The Gardens of Ynn and The Stygian Library are in some ways completely different from each other, but in many others are clearly cut from the same cloth. Indeed, one might say that they are superficially distinct, but unified by a common soul.

What they most essentially share in common is a fey-ish tone that I would describe as “a somber funhouse.”

Funhouse dungeons are designed like carnival rides: Whatever wild whims seize their GM are thrust together, usually with a wacky or comedic result. Ynn and the Library are built to similar effect, but their sense of the absurd is a deliberate invocation of an inhuman and alien environment beyond mortal ken; it hews true to the spirit of Alice in Wonderland, which seeks enlightenment in madness.

“Don’t look too close,” says the funhouse dungeon. “We’re just here to have fun!”

“Look very close,” says Ynn and the Library. “For what could be more fun than the absurdity of truth?”

WHO CAN VISIT THE GARDENS & LIBRARY?

The Gardens of Ynn and The Stygian Library are OSR products, designed for that vague smear of pre-1985 D&D and/or the many clones and near-clones of those games which have appeared over the last couple decades.

Personally, I ran The Gardens of Ynn for 5th Edition without any great deal of difficulty. The most troublesome bit are the monster stat blocks, but you can achieve a great deal with some simple re-skinning. Honestly, the adventures find such a unique vibe that any GM with moderate experience could probably easily use them in a wide variety of systems and settings with little difficulty: Numenera, Savage Worlds, Monsterhearts, etc.

QUIBBLES

The Gardens of Ynn and the original edition The Stygian Library both list their locations, details, and so forth in the order that they appear on the random tables. In my experience, this made it unnecessarily difficult to find the entries for stuff as I generated it. Someone appears to have figured this out, however, and the revised edition of The Stygian Library alphabetizes everything.

… that’s it for my quibbles.

CONCLUSION

Either or both of these books get my highest recommendation.

I’ve run The Gardens of Ynn several times, including with the Alexandrian Game Club, and it’s been a smashing success every time. I described it as a “beautiful alchemy” above, and that really is the experience of running it at the table. It’s been such a wonderful experience that I’m looking into the possibility of launching an open table with the campaign.

It’s not just the depthcrawl itself, which is a very nifty structure for procedural content generation. It’s Emmy Allen’s crystal-clear creative vision, which effortlessly flows from the page directly into your campaign with soul-searing pathos, innocent whimsy, and a delightfully surprising pulp steampunk.

If you’d like to see what this looks like in practice, I’ve done a video on Twitch demonstrating a simulated run of what using the book looks like from the GM perspective.

Regardless, these are both books you should pick up as soon as your pocketbook allows!

GARDENS OF YNN

Style: 3
Substance: 5

Authors: Emmy “Cavegirl” Allen
Publisher: Dying Stylishly Games
Cost: $5 (PDF)
Page Count: 79

STYGIAN LIBRARY (Revised)

Style: 5
Substance: 5

Authors: Emmy “Cavegirl” Allen
Publisher: SoulMuppet Publishing
Cost: $30 (Physical) / $9 (PDF)
Page Count: 160

Crystal Ball - wimage72

Go to Part 1

Your rumor table should be a living document. The latest gossip, after all, is alluring because it’s topical, and the enigma of the table will degrade as PCs learn its content. Here are a few techniques for keeping it fresh.

SAME RUMOR, NEW CONTEXT

When you give a rumor to the PCs, cross it off the list. If you roll the same rumor again, you may want to roll again (until you get a rumor the PCs haven’t heard yet). Being aware that you’ve given this specific rumor previously, however, you might simply make a point of finding a different spin or variation on the information the PCs already have. (For example, if they’ve previously heard that a wyvern has been attacking travelers along the Southway, they might hear about a different group of travelers being attacked. Or from a group of explorers who saw the wyvern flying over the Red Plateau.)

Tip: In an open table campaign, the fact that one PC has heard a rumor doesn’t necessarily mean that the rumor will have truly “entered” the campaign. That PC might never be played again, and there may be lots of other PCs who never even meet that PC (for all of whom the rumor would still be completely new). It may be slightly less obvious that the same thing can be true in a dedicated campaign, as players may forget or simply lose track of a rumor they’ve previously heard. This is what makes the “same rumor, new context” technique so useful, as it can be used to reintroduce the same information in an organic, rather than repetitive, way.

REMOVE AND REPLACE

Alternatively, once a rumor has been heard, you can cross it off your rumor list and replace it with a new one.

You’ll also likely want to replace rumors that are no longer applicable (e.g., someone has killed the wyvern, so it won’t be attacking people along the Southway any more).

You may also want to periodically replace a random selection of rumors (whether they’ve been heard or not) just to keep the rumor tables fresh.

Tip: You can combine these techniques. For example, you might cross out rumors when they’re heard, but only replace them once per month (finding new contexts if they get repeated before then). Or just keep them until they get randomly cycled out.

EVOLVE SITUATIONS

When you’re updating your rumor tables, it’s an opportunity to both evolve ongoing situations in the campaign world and give the PCs a vector for learning about it.

  • A wyvern has been seen flying over the Red Plateau.
  • The wyvern is now attacking travelers along the Southway.
  • The wyvern has attacked a tax assessor’s wagon and carried off a lockbox containing 7,000 sp.

These situations, of course, don’t need to be limited to stuff that was previously seeded on the rumor table. There’s likely lots of stuff happening in your campaign.

CURRENT EVENTS

On a similar note, a rumor table can be stocked with current events and gossip. When you’re restocking, you may want to drop older events and add new ones to enhance the sense of time passing in the campaign world.

Tip: You can think of the rumor table as having certain “slots.” For example, entries 1-4 on the table might be current events; 5-10 point to random hexes; 11-14 refer to random encounters; and 15-20 being where everything else gets placed. This can help make sure that the table remains varied and “balanced” in its content, while also making it easy to, for example, swap out your current events.

RESPOND TO PC ACTIONS

PCs tend to do lots of big, splashy stuff (like killing wyverns) that are exactly the sort of thing people tend to gossip about. So when they do something notable, add it (or the situation that evolves out of it) to the rumor table.

Players love this. (“Hey! That was us!”) It makes them feel important and it’s a great of showing that their choices are meaningful and their actions have consequences. And the possibilities are almost limitless:

  • With the wyvern slain, trade along the Southway has boomed. The caravan activity has outstripped the capacity of the Patrol Guild and they’re looking for freelance guards willing to ride with smaller caravans to Maernoc.
  • Lord Erequad has issued a bounty for the adventurers who are believed to have stolen the tax assessor’s lockbox (which was originally taken by the wyvern).
  • Four hungry baby wyverns have been seen hunting on the Red Plateau.

In a great hexcrawl campaign, the adventure never ends and the rumor table is constantly driving the world forward.

Back to 5E Hexcrawls

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