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Fleet of Iron Sails - Catmondo (edited)

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The Vladaams maintain a fleet of trade ships which are active throughout the Whitewind Sea. They are notable for their dull grey sails. The current Fleet of the Iron Sails consists of eighteen ships.

Note that all ship captains of the Fleet of Iron Sails are members of the Brotherhood of Yrkyth. (See Part 14: Guild – Surveyor’s Headquarters.)

FLEET OF IRON SAILS

  1. Dragon’s Wake – Admiral Vorray
  2. Shark’s Tail – Captain Radgha
  3. Island’s Barnacle – Captain Sycol
  4. Pride of Morrain – Captain Boastia*
  5. Gods’ Pearl – Captain Hinmos
  6. League of the East – Captain Rilundi
  7. Joyful Mermaid – Captain Chever
  8. Prince’s Servant – Captain Therech
  9. Eye of the East – Captain Morsul*
  10. Honest Sailor – Captain Perot
  11. Navigator’s Hope – Captain Kuish
  12. Rhapsody – Captain Kelhin
  13. Sarathyn’s Sail – Captain Croitka*
  14. Southern Majesty – Captain Nisshin
  15. Southern Jewel – Captain Woryss
  16. Teeth’s Trust – Captain Erdrae
  17. Thunder’s Wave – Captain Louzab
  18. Storm’s Blessing – Captain Ennia

CREW

These ships have a captain, 2d8 x 3 sailors, 1d6-2 Vladaam Guards, and a 25% chance of 1d2 Vladaam Advanced Guards (possibly serving as first mate).

Particularly valuable cargos may have a special platoon consisting of Advanced Guards and a Vladaam Mage.

Sailors: Use commoner stats, MM p. 345. Proficiency in Athletics, Perception, Navigator’s tools, vehicles (water).

Vladaam Guards: Use guard stats, MM p. 347, with AC 17. (Equipment: breastplate, shield, longsword, longbow, arrows x20, potion of healing, Vladaam deot ring.)

Advanced Vladaam Guards: Use knight stats, MM p. 347.

SCHEDULE

At any given time, 1d6-3 of these ships will be docked at Ptolus. (Determine which ships randomly.)

Most of the Fleet engages primarily in honest trade, while only occasionally carrying a cargo of smuggled goods or drugs.

CARGO: Each ship generally carries 2d4 loads of goods. There is a 10% chance that 1d3 loads are Illicit Goods. For all other loads, roll on the Trade Goods table below.

*SLAVE SHIPS: The Pride of Morrain, Eye of the East, and Sarathyn’s Sail are regularly used to transport slaves for the Ennin, collecting them from islands in the Whitewind Sea and delivering them to the Ennin Headquarters (Ptolus, p. 168). These ships have a 50% chance of carrying a cargo of slaves. Otherwise, they’re currently carrying normal goods. (See Part 16: Slave Trade.)

TRADE GOODS

d30Trade Good
1Beer
2Wine
3Textiles (linen, wool, hides, furs, leathers)
4Clothing
5Smoked Meat
6Dried Fruit
7Grain (rice, wheat, barley, oats)
8Salt
9Exotic Spices (cinnamon, ginger, pepper)
10Wickerwork
11Common Metals (iron, copper)
12Precious Metals (silver, gold)
13Very Precious Metals (platinum)
14Perfume
15Bronzework
16Quality Stone
17Glass
18Incense
19Dye
20Tobacco
21Timber
22Oil
23Ivory/Ivoryworks
24Tools
25Weapons/Armor
26Pottery
27Livestock (pigs, sheep, goats, cows)
28Furniture
29Silk
30Magic Items

ILLICIT GOODS

d6Illicit Good
1-2Snakeweed / Abyss Dust (from Freeport, see Part 18: Drug Running)
3Alchemical Supplies (shipping to random alchemy lab, see Part 7)
4Magic Items
5Wildlife (possibly shipping to Korben Trollone)
6Normal Trade Good (avoiding the tariff)

Go to Part 10: Guild – Dreadwood Grove

Curse Den - Rivergate District (Map)

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StaffLocation
Vladaam GuardArea 1
1d3 Hostesses + BartenderArea 2/3
Peacock (Vladaam Advanced Guard)Area 3
CookArea 4
Vladaam Advanced GuardArea 6
Vladaam Advanced GuardArea 9
1d4 HostessesArea 10
2 HostessesArea 11
Vladaam Mage + Journeyman AlchemistArea 14 (75%)
Den Master Corellius1Area 14 (75%)
1d3 HostessesEach room on 2nd Floor
2 Vladaam GuardsPatrolling 2nd Floor

1 Carries key for the safe in Area 14.

Curse Den - RIvergate District

Curse Den – Rivergate
Outer Ring Row – E2

AREA 1 – ENTRANCE

Stairs of blue marble lead through doors ornately carved in a yin-yang composition of a dragon and unicorn pursuing each other.

AREA 2 – SALOON

A cluttering of chairs around a handful of low tables. The warm, dark glow of polished mahogany gleaming from every surface.

TO AREA 10: A bouncer stand guard at the archway leading to the short hall past Area 9: The Main Stairs or into Area 10: Snakeweed Lounge.  Passing requires approval and the payment of a 10 gp cover. (Or no approval and a large bribe.)

AREA 3 – BAR

A well-stocked bar, mostly focused on ales.

THE PEACOCK: A pet peacock roosts on the bar here. It spreads its tail in a beautiful display whenever someone tips.

The peacock is actually a Vladaam agent who has been polymorphed. In this form, the agent can eavesdrop surreptitiously on conversations, gleaning potentially valuable intel from bar chatter.

AREA 4 – KITCHEN

A well-stocked kitchen.

AREA 5 – FOOD & LIQUOR STORAGE

Pretty much what it says on the tin.

AREA 6 – REAR ENTRANCE

The rear entrance is primarily used by those interested in the more exclusive upstairs lounges. It also allows access to the curse den “after hours.” It requires a password or a 100 gp fee.

AREA 7 – DRUG STORAGE

REINFORCED DOOR: AC 19, 300 hp, DC 25 Dexterity (Thieves’ Tools)

Neatly organized in small wooden boxes on shelves:

  • 15,000 doses of snakeweed
  • 5,000 doses of shivvel
  • 75 doses of agony

AREA 8 – REAR STAIRS

These stairs go up to Area 12. They’re used by staff and the “rear entrance” clientele (see Area 6).

AREA 9 – MAIN STAIRS

The walls of the main stairs have a marvelous set of Ascent of Dragons murals. (Similar to the “Ascent of Man,” but showing a red dragon progressing from a wyrmling to an ancient dragon atop his treasure horde.) The final image of the treasure horde is on the wall opposite the top of the stairs in Area 17.

DC 18 INTELLIGENCE (INVESTIGATION): There are a pair of small amethysts set into the stairs about halfway up. These are the focal points for a pair of alarm spells that are activated after hours. (Audible alarm. Cast at a higher level in order to increase its volume.)

AREA 10 – THE SNAKEWEED LOUNGE

Filled with snakeweed smoke. A number of magical, ceramic sculptures resembling slowly writhing masses of tentacles also a serve as standing hookahs from which anyone can take a hit of snakeweed smoke.

SKULLRATTLE: The tables in the northern chamber are set up with several low-stake skullrattle games using a variety of young dragon skulls.

BETRANT TABLES: The tables in the southern chamber host low-stakes bertrant games.

SECRET DOOR: DC 12 Intelligence (Investigation). A simple secret door spins around to grant access to the high-stakes bertrant tables. (Any observation of the chamber during business hours will notice hostesses and high-roller coming and going through this door.)

AREA 11 – HIGH-STAKES BERTRANT

These are all high-stakes bertrant games. Minimum bets at most tables are 100 gp, but there’s also a 1,000 gp bet table.

AGONY HOSTESSES: Agony is available for sale in this room. Hostesses carry 1d6 doses each.

AREA 12 – STAIN-GLASSED WINDOW

The window at the top of the rear stairs is a beautiful piece of stained glass depicting a black dragon. A plaque beneath the window reads, “THE WYRM ORACTHON.”

The Wyrm Oracthon

AREA 13 – SHIVVEL LOUNGE

A number of comfortable chairs where shivvel smokers congregate.

AREA 14 – CURSE JEWEL WORKSHOP

DOOR: Oak-veneer over iron core. AC 19, 300 hp, DC 24 Dexterity (Thieves’ Tools)

WINDOW: The window is made of diamond crystal. AC 19, 300 hp.

A desk of dark-stained oak is positioned near the center of the room with a chair angled to look out the window. A workshop for creating magical items is arrayed around the perimeter of the room.

DESK: Includes Report on the Debts of Dilar. (The “CS” referred to in the letter is Celadore Silverwood of Dark Leaf. The Runshallot warehouse is the Vladaam’s slave trade warehouse, see Part 16: Slave Trade.

WORKSHOP: Includes Instructions for Creating Curse Jewels and a set of jeweler’s tools.

  • DC 15 Intelligence (Arcana): Provide players with the properties of a curse jewel.

HIDDEN SAFE: Located in the floor. DC 22 Intelligence (Investigation), DC 30 Dexterity (Thieves’ Tools).

  • 15d10 x 10 platinum pieces, mostly in gold and silver coins.
  • IOU from Korben Trollone.

IRON COFFER (10% chance): If present, contains 500 gp, 40,000 sp, and 50,000 cp with instructions to have the Ithildin couriers ship it to the Red Company of Goldsmiths on Gold Street.

AREA 15 – CURSE JEWEL LOUNGE

A richly-accoutered lounge, with rounded divans of red velvet circling a central area raised in a dais. A bulging aumbry with dragon’s claw feet stands against one wall.

AUMBRY: Contains 10 doses of agony, 40 doses of abyss dust, and 4 curse jewels.

SECRET DOOR: DC 18 Intelligence (Investigation).

DAIS: DC 20 Intelligence (Investigation) to discover a secret compartment in the dais. Pushing a concealed button causes a panel to slide aside and a curse globe to rise into view.

DM Background: This room is rented by individuals or small groups. Slaves are led in from Area 16 and curse jewels are used on them.

AREA 16 – SLAVE CHAMBERS

This room has a permanent silence spell cast on it. It contains 1d4+1 slaves, usually beautiful young women.

SLAVES: These slaves were originally brought to Ptolus aboard the Sarathyn’s Sail (see Part 9: Fleet of Iron Sails) and then sold through the Ennin slave market (Ptolus, p. 399).

AREA 17 – DRAGONSCALES TABLE

Three tables, each set up with a set of dragonscales tiles.

DRAGONSCALES: All three tables have gold dragonscales sets. A trained eye can price two of the sets at 1,500 gp each. At a casual glance, the third set is just as nice, but is actually slightly cheaper in its craftsmanship (and is only worth 250 gp).

  • The cheaper dragonscales set has the word “Yarrow” carved into the edge of its board.
  • DM Background: A dragonscales set was stolen from this curse den several months ago. It was replaced with a set from the Oldtown curse den (on Yarrow Street) until a permanent replacement set is procured.

DM Background: This chamber is rarely used, but very exclusive.

AREA 18 – HIGH-STAKES SKULLRATTLE

This table has the skull of an ancient red dragon accoutered for skullrattle. It’s a high-stakes game requiring 500 gp minimum bets. The entire room is under the effects of an antimagic field to prevent magical cheating.

AREA 19 – SNUFF CHAMBER

The mahogany table in the center of this room is equipped with large manacles designed to bind someone firmly to its surface.

AUMBRY: Contains 20 doses of agony, 100 doses of abyss dust, and 12 curse jewels.

TABLE – DC 20 INTELLIGENCE (INVESTIGATION): The table has a hidden compartment where a slave manacled to its surface can be quickly dropped out of sight. (The compartment has a permanent silence spell cast on it.)

DM Background: Groups (or, more rarely, individuals) will employ his room to use curse jewels on a single slave bound to the surface of the table. This often results in the death of the slave and the groups pay extra for their murderous delights. The “ritual” is often accompanied with doses of agony.

This particular snuff chamber is rarely used. Those looking for this sort of “entertainment” are more likely to use the curse den in Oldtown, but the relative privacy and exclusivity attracts a very particular type of client.

HANDOUTS

REPORT ON THE DEBTS OF DILAR

Den Master Corellius—

I understand your concern, but Dilar’s affiliation with the Dark Leaf doesn’t offer him immunity. These debts you’re describing from the Oldtown Curse Den are disturbing and simply cannot be tolerated. In fact, this only contributes to a pattern of irregular behavior which is particularly alarming in light of his duty to provide security at the warehouse on Runshallot.

If you deem it wise, set spies upon him. It’s possible his loyalties have become divided and this matter may give us fair excuse to investigate without raising any possible alarm if other eyes have been placed on him.

In any case, if the matter of the debt is not resolved, you should feel empowered to contact CS directly and resolve it permanently.

                                                                                                Godfred V.

IOU FROM KORBEN TROLLONEI owe personally, upon my honor and to the hand of Master Corellius, the sum of 8,250 gp. Korben Trollone abiding at Edarth's Loans the 8th of Noctural, 790

Go to Part 9: Fleet of Iron Sails

Rescuing Lulu From Elturel - Hunter Stardust

Rescuing Lulu From Elturel is the second part of the Descent From Waterdeep series, which is designed to reshape Waterdeep: Dragon Heist and Descent Into Avernus into a cohesive campaign.

Don’t bother looking for the other three parts, though, because they haven’t been released yet. And that’s okay, because Rescuing Lulu is quite capable of not only standing on its own, but demanding your attention.

If idea of weaving Dragon Heist and Descent Into Avernus into a single campaign doesn’t sound appealing, you can ignore that bit, too, because Rescuing Lulu can also be used:

And more!

If anything, I think the default frame of Rescuing Lulu — in which the PCs meet Lulu during the events of Waterdeep: Dragon Heist, Lulu is kidnapped by Zarielite cultists and taken to Elturel, and the PCs follow — is more a hindrance to this book than anything else. (But more on that later.)

THE WEAVE

The first thing I love about Rescuing Lulu is how Hunter Stardust weaves together material from a multitude of sources, particularly other DM’s Guild books. This is something I’ve seen a few other DM’s Guild authors attempt, but it’s often awkward. Stardust, on the other hand, pulls it off smoothly and effortlessly, and Rescuing Lulu could be an exemplar for others interested in doing the same.

The reason I love this is that, when done well, it can very easily elevate the value of all the integrated works into something greater than the sum of its parts. If you’re familiar with how my Avernus Remix approached the Avernian Hexcrawl, then you’ve seen similar praxis.

On that note, one of the sources Stardust uses is, in fact, the Alexandrian remixes of both Dragon Heist and Descent Into Avernus. Rescuing Lulu is specifically designed to be integrated with the remixes, although options are given for those using strictly the published versions of the campaigns.

Other sources include:

  • Blue Alley
  • Hellturel
  • The Hellriders Keep
  • Baldur’s Gate: Fall of Elturel
  • Encounters in Avernus

(If you’re unfamiliar with these supplements, I’ve previously done reviews of most of them, which you can check out here.)

While juggling and integrating all of this material, Stardust is also constantly offering options: Using Blue Alley in Chapter 2 of Dragon Heist? Here’s how you can use it to introduce Lulu. Not doing that? Here are three other options.

Stardust is meticulous with his cross-referencing and his notes are smart, thoughtful, and flexible. The only possible improvement here would be hyperlinks.

THE MAP

The second thing I love about Rescuing Lulu is the map of pre-Fall Elturel. Created by Meshon Cantrill, this map is absolutely stunning:

Elturel Map - Meshon Cantrill

It is an absolutely perfect companion piece to Jared Blando’s post-Fall map of the city in Descent Into Avernus, which is no mean feat.

Frankly, even if you used absolutely nothing else from Rescuing Lulu, the book would be worth buying just for the multiple, high-resolution versions of the city map.

THE POINTCRAWL

Within its many variations, Rescuing Lulu is built around an investigation spine:

  • The PCs meet Lulu.
  • Lulu is kidnapped by Zarielite cultists, who take her to Elturel to be sacrificed as part of a ritual.
  • The PCs track Lulu to Elturel.
  • The PCs explore Elturel, which is described using a pointcrawl.
  • While exploring the city, they discover clues indicating that Lulu can be found at a ritual masquerading as a wedding ceremony.
  • The PCs perform a heist at the wedding ceremony, rescuing Lulu and hopefully disrupting the ritual.
  • The cultists all shrug and invite the PCs to have some cake. (Hmm… We’ll come back to that.)

The real heart of Rescuing Lulu, therefore, is the Elturian pointcrawl. (This also takes up roughly half of the book’s 65 pages, with another ten pages being given over to the final heist scenario and the rest mostly fleshing out the preliminary investigation and epilogue.)

This pre-Fall ‘crawl of the city is a nice companion piece to the post-Fall ‘crawl of Hellturel found in the Avernus Remix. Every location is richly detailed and ready-for-play, being sourced and adapted from a variety of sources including Volo’s Guide to the Sword Coast, Forgotten Realm Adventures, and the Alexandrian Remix itself. It sets up the structure of urban pointcrawling for groups unfamiliar with it, and also gives the players an intimate familiarity with the city which will makes its post-apocalyptic incarnation in Descent Into Avernus all the more shocking.

RESERVATIONS

So there’s clearly a lot of like about Rescuing Lulu From Elturel, and I’ve already told you that I think you should buy the book if you’re planning to do anything with pre-Fall Elturel in your campaign. But I do have some reservations that you should be aware of before snagging your copy.

First, the book could really benefit from some rigorous proofreading. There are a lot of typos strewn across the text, most of them of minor significance but a few which seem to create significant errors.

Second, there’s some material that I find to be quite awkward in its execution. For example, there are several instances where encounter checks are made by having the DM roll a die and then having the players guess a number: if the number matches, the encounter happens. It’s difficult for me to imagine doing that at the actual gaming table. Perhaps the intention is to engage the players in some way? For me, it doesn’t work.

Third, if you are planning to use Rescuing Lulu in conjunction with the Alexandrian Remix of Descent Into Avernus, you should be aware that there are some significant changes to continuity, most of which are not clearly indicated. You’ll need to keep on your toes to make sure everything lines up.

Fourth, Rescuing Lulu is whimsical and kinda wacky. For example, there’s Morrale the Beerholder — an alcoholic beholder who serves drinks at a tavern and uses random eyebeam attacks to assault PCs who don’t tip him. This tone is not really my jam, particularly for a Descent Into Avernus campaign. It’s significant enough that I, personally, wouldn’t use this book as written. But I know that for many people this is exactly the tone they’re looking for, and if that’s the case for you, then you’ll love this!

The biggest reservation I have when it comes to Rescuing Lulu, unfortunately, is the adventure itself. There’s so much cool material and so many varied tools packed into its pages that could be useful in so many ways… but which is instead made subservient to a specific conceit.

For example, it feels like there’s an alternate version of this book which is just called ELTUREL and features a pointcrawl sourcebook for the city along with additional material (like a Rescuing Lulu adventure) that can be used in conjunction with the pointcrawl sourcebook. And that version of the book is a lot more useful to a lot more people.

As written, however, the pointcrawl becomes subservient to the adventure, which greatly limits its potential utility. It also becomes quite heavy-handed in its foreshadowing of the Fall, which ties into some of the continuity issues I mentioned before. As depicted here, everyone in the city seems ready for the Fall to happen, and are often giving the PCs a nudge-and-a-wink about it, and there are so many Zarielite cultists cavorting in the street that everyone who isn’t a cultist is like, “Man, have you seen all the cultists around town?”

So as you’re considering whether to add Rescuing Lulu From Elturel to your own library, you should keep these reservations in mind. But, as I’ve already said, this is a supplement which, despite my reservations, I recommend.

GRADE: B-

Buy now!

This review was requested and sponsored by a patron of the Alexandrian.

In the Ancient Caves - Dominick

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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.

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

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 so 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 (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 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

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