Tuesday, 8 December 2015

Running and Hacking the Lantern of Wyv

At London's one-day convention Dragonmeet last weekend I ran one of the One Page Dungeon Contest winners from this year, "The Lantern of Wyv" by Michael Prescott. As usual, I find one-page adventures near perfect time-wise for four-hour convention slots (though this slot was more like 3 1/2), but can't resist tinkering with the adventure as written.


The pregenerated characters were all based on rock stars from the 60's, mostly associated with the Rolling Stones, in homage to the song "Lantern." Each one had a secret goal - to use the Lantern to get back home; to gather white "moon pebbles" or wyvern venom for, um, alchemical purposes; to experience new sensations; to rid the Bay of the wyverns that had taken over since the owner of the Lantern died; to scrounge spells; to make sure the wizard buried there is resting easily. Some changes were:

1. The adventurers start from a village a half day's walk away from the bay,populated by refugees from the wyvern plague. They had 1/6 chances of encountering a wyvern and a human hunting party from the survivors in the bay, and got the latter. These gave useful information that the wyverns are attracted to shiny and colorful things, and traded a dose of anti-venom for some food and equipment.

2. More detail about the tower where the flying barge "docks" (25 feet above the top). The wizard Radomenus has only been dead 20 years and the tower was the site of her funeral and wake. It's a three-floor octagonal construction some 20' wide and rises 25' with its top levels blasted away (the stone appears melted, which wizards may know is the signature effect of a high-level white fireball). All around the tower in the long grass are melted chunks of stone and the pieces of a dismantled spiral stair.

Also in the grass and leaves by the tilting wooden door is a small iron figurine of a cricket-bodied man in the act of playing the fiddle and bow. If brought within 5' of a place where Radomenus has lain (the biers in the tower and the barge, the black table in the Lantern) the residual radiation will inspire the figure to chirp out a slow rhythm, which gets more hectic with proximity to the white sand or to Radomenus herself.

Inside on the ground floor are scattered, decaying folding chairs (the wizards at the wake quarreled on leaving and the place was never properly cleaned up) surrounding a bare wooden bier with few surprises. A few balled-up scraps of paper when put together reveal a neatly scribed program for the funeral. In the game I prepared this prop on the train up and threw wadded-up pieces of the puzzle at the players as they scoured the floor. This gave such clues as "shrouding and shielding of the body", the hymn "that is not dead which doth eternal lie,"and the conclusion of the wake with an "abolition of the tower."

Using rope to go up past the middle level, with some uninteresting long-spoiled food and drink left over from the wake, the adventurers found themselves on the melted stump-roof of the tower and waited until the flying barge came to stop there, 25' up. A levitate spell from the gnome and some ropework had everyone up there quickly, although the healer fell and broke her ribs.

Using the information from the hunters, everyone lay low and covered up their armor for the ride and survived without a wyvern attack (1/6 chance, up to a certainty if showing bright or shiny objects).

3. There had been a lot of ropework getting up the stairless tower and onto the barge, and rather than go through all that again I decided to make the central shaft of the Lantern different. The levitating magics that allowed people to move between levels are still in place, but have become unstable. For each level in space, each 5' area around the rim of the shaft and each minute in time roll a d6, where 6 = "going up quickly" and 1 ="going down quickly." Various ways to navigate were tried, including trial and error, rope, and throwing flour into the air to see which way the currents go (adventuring use #2,407 for flour). The slight chaos thus caused had the gnome on the third level and the rest of the party on the first.

4. The first level, along with the radioactive "new flesh" healing slab, had the addition of some formless lumps of flesh that used to be servants. I was ready to use them in a fight (as lemures) but seeing no need to kill time I instead had them just be features in an empty room, that protested and asked to be returned to oblivion when put on the resurrection slab.

5. The second level was mostly unexplored, although the shaft room was the venue for the final fight. I had prepared a map of my campaign world with crossing ley lines for the players to find, as well as a kind of a game where a wizard could piece together torn up and incomplete spell names and descriptions to create unreliable new magics.

6. The third level was pretty much as described. The gnome tiptoed past the bulk of the transformed Radomenus (sleeping, by my dice) and messed around a bit with steering crystals and the pit of radioactive sand before filling a wineskin with the stuff and, casting it into the flux currents, found one to gently go back down.

At that time, looking at the less than 30 minutes remaining, I decided that Radomenus would wake up and crawl down for the final boss fight. Well, 8 hit dice of blob don't last long against eight level 4 characters, and the one lightning bolt she licked off before Hideous Mirth and a hail of arrows got to her only critically injured a henchman. I didn't even think to have her summon wyverns before descending, so the party got cheated out of that experience as well. Next time she will be better prepared...

Resolution 1: Prep without mercy. These are one-shot characters and there's no need to be gentle.

Resolution 2: The one-page format lends itself to four hours pretty easily, so any padding added at the front will detract from the meaty, cool stuff at the end.

Friday, 20 November 2015

Paraphrase Third-Party Conversations

It's always an awkward moment in any role-playing game when the game master has to represent two, or worse more, non-player characters talking to each other. The exercise resembles nothing so much as young Danny's conversations with his own wagging finger in "The Shining." Using funny voices, the GM ekes out an extended scene while the players sit and watch.



But this is as destructive of the social nature of RPG as any paragraphs-long set-piece room description or boxed text would be. The point of the game is to construct a shared reality through interaction. Awareness that you, the GM or player, are entering into a monologue-as -dialogue should be a sharp signal to shift gears.

To what, exactly?

While some advise to skip such scenes entirely, I don't think it's possible or desirable. Instead, what I do now when I feel a sock-puppet play scene coming on is to paraphrase. That is, switch from this:

COURT WIZARD (bad Peter Lorre impression): Eeeuhh, my lady, what these adventurers propose is verrry reckless.
QUEEN (bad Renee Zellweger as Bridget Jones impression): But the bones of my forefathers are endangered if the rumors are true!
COURT WIZARD: They were placed there to watch over an ancient evil! Who knows what these bumbling louts will awaken?

To this:

YOU: The Queen supports your mission to rescue the bones in the tomb, but the wizard is agitated and warns her that you may disturb an ancient evil.



This leaves it open for the players to intervene and address either party, at which point a player-GM conversation can take place in character again.

Come to think of it, the goal of maximum interaction also suggests a light touch when describing scenes, but that'a topic for next time ...

Friday, 6 November 2015

Easy Rule for Broken Arrows

Among the logistics of adventure gaming that I currently handwave is the depletion of arrows and other missile ammo. In practice it's too tedious, forgettable, and character-sheet-messy to cross off every arrow (and pick them up again).

So, if there is a thing that people are supposed to do, and they don't do it, and you think it adds to the play of the game, it's on you as the rules hacker/designer to make it easy. I think as long as people are buying arrows in lots of 12 or 20 they should pay attention to depletion. But until now I haven't come up with an easy rule that makes some kind of sense.

So happy, sucking up all your ammo.
Here it is:

1. If an arrow or crossbow bolt does damage but does not kill its target, cross it off; in effect it gets stuck in there and broken off by the still-alive creature. Sling bullets are hardier, so do not suffer this fate.
2. If the party flees the scene of a combat without time to rest and pick up missiles, anyone who shot missiles crosses off two if the fight was short, five if the fight was long, and more for epic fights. If a player thinks this is too many, they are free to keep track of their missiles one by one.

If your players are marking down TWELVE ARROWS or TWENTY ARROWS IN QUIVER, they can just cross off letters from those phrases as ammo gets depleted. Same goes for TWENTY BULLETS IN POUCH and TWENTY QUARRELS IN CASE.


Tuesday, 3 November 2015

The Bigger, Badder Gelatinous Cube

Gelatinous cubes in D&D have a strong bid to be one of the top ten iconic monsters. They embody the silliness and peril of the dungeon, the conceit that a whole ecology has sprung up around this artificial monster zoo with perfect 10' cross-section corridors. You can outrun them, perhaps, but you can't outflank them, and therein lies their threat.



My players killed a wandering gelatinous cube, in the last session but one. They were lucky I filled an oddly shaped but unkeyed corridor in the Castle with peaceful if creepy slugs whose markings resembled human faces. The slugs creeping out of the way of the coming cube alerted a rear guard, whose location at the edge of the lantern light would have otherwise been just what the cube is made for. Now aware of something fishy, they saw light reflections on the surface of the cube and melee was joined.

G-cubes in AD&D go down easy, with only 4 hit dice. Even the players remarked on the oddity of a 10' cube of biomass being so easy to kill. AD&D didn't even make them immune to blunt weapons and taking only 1 damage from piercing (as any amorphous corporeal creature does in my game), but a couple of rounds of magic missiles, a few slashes, and one big sword crit did the deed.

Remember, this is a space filled with solid jelly equal to four hill giants in a huddle. Really, it's more a surging obstacle than a monster you can trade blows with. And the trouble doesn't stop when you kill it: the cube should spread proportionately,creating a 6 foot high mound of jelly spread over 20 feet of corridor. Jelly that for a while will retain its paralytic qualities. As you clear it, more slumps to the floor. The players had to spend a long time clearing it to the side, during which some wandering boring beetles appeared, but lost resolve as the party pushed the gel forward at them. (Yes, the paralytic mass has some potential as a short-duration weapon.)

Below is a write-up that shows-not-tells the other observations and innovations I had after the encounter. You'll see that I reject the traditional increased chance of surprise in favor of more descriptive factors that give it an edge, in line with the more situation-based way I handle first moves in combat.

GELATINOUS CUBE

HD: 16 (attacks and saves as 4 HD)
AC: 9 [10]
MV: 3
AT: Engulf 2-8 on a 10' front, save or paralyzed; transparency.
DF: See below.
Mind: Mindless.

This mass of transparent, semi-rigid jelly by preference takes the form of a 10' cube, but can squeeze itself by 50% in any single dimension with corresponding elongation, if needs be. It may have been created long ago to clean the corridors of some underground complex, but along the way has picked up some antisocial habits.

The cube sweeps up and digests organic and siliceous matter: flesh and bone quickly, wood and stone more slowly, but cannot process metal. Owing to its composition it is particularly fond of bone and can smell it at 100', flesh at 30'; in other respects it moves blindly.

The gelatin is translucent, and so virtually invisible if a light source is not within 20' to reflect off its surface. This is not the case if it is carrying partially digested debris (10% chance), metal debris (10%), or metallic treasure (5%), all of which will appear to be floating in the air.

It attacks by surging forward suddenly in one direction. Any creature within melee range takes an attack. A hit means partial engulfment by the gel and its secretions that are both corrosive and paralytic. A failed save on a hit means the creature is paralyzed for d6 turns if human-sized or smaller, rounds if larger. Creatures that do not fall back are engulfed if the cube moves over them; they are automatically paralyzed, take damage each round, and in any case will suffocate to death in a number of six-second rounds equal to their CON score. Digestion is a matter of minutes.

The cube cannot be harmed by blunt weapons, lightning, or cold, and has the immunities of the mindless. Piercing weapons do a maximum of 1 point of damage. Slashing weapons do full damage, the best way to kill a cube being to slice pieces off it. Even on a miss a slashing weapon will scratch the barn-like surface of the cube for 1 point. However, if the cube moves over its sliced pieces it will start to reabsorb them, regaining 1 lost hit point a round. Even with a slashing polearm, which gives immunity to the cube's melee attack, it can take a very long time to kill a cube this way, while it presses forward at 30' a round. Escaping a cube can be as easy as running or ducking into a small door, but dead ends can be fatal.

Fire harms it for full damage with no saving throw, in the manner of an egg white, the "cooked" pieces sloughing off. After it is dead, the cube will subside into a formidable pile of jelly 6' high and 20' diameter, slowly turning cloudy gray. The gel loses its corrosive and paralytic properties after death, to a depth of 1' from contact with air.

Sunday, 25 October 2015

Dragonmeet 2015: Carry the Lantern High

Dragonmeet, London's one-day gaming convention, is coming up on the 5th December and unlike last year I can actually attend. It is my tradition to run an adventure from the one page dungeon contest, using the 52 Pages system, and name it after a rock song. This year is no exception, as I run Michael Prescott's winning adventure.


In which you have to get to that octahedron in the sky and wrestle forth its secrets. And now the theme will extend to the pre-generated characters, viz.

Well, there isn't much of a schedule visible yet because hey, Dragonmeet. But I am looking forward to it!

Sunday, 11 October 2015

Street Guide Without Streets

Cities in adventure games demand a different logic than underground or wilderness adventures. The house-to-house detail that has traditionally characterized city supplements doesn't work and isn't needed, as Zak S first figured out in Vornheim.

Is all of this strictly necessary?
Wildernesses or dungeons are places where access is difficult (so mapping them is fun),but cities are places usually set up so that access is easy through a network of streets (so mapping them is pointless). There is discovery, but it doesn't follow geographical lines. The exceptions to openness -- forbidden cities of privilege; no-go slums of peril -- prove the rule. These areas cease to work as cities do in an adventure game, and begin to work as dungeons, like the hoary cliches of the monster-infested urban sewers or necropolis.

In my own Muleteers campaign, built from Joe Bloch's works, the Grey City counterpoises the tentpole dungeon of the Mad Archmage. Visits to the city sometimes end in impatience to get on with the adventuring, but still can take up to half of a four-hour session. But even though I'm using a detailed street map of the place, the geography never seems to stick, I don't keep a good idea of what shops are where, what they are like, and so on.

This suggests that I need a way to write down and systematize what matters in the city experience.

The Muleteers use the city for the following activities:

  1. Buying equipment
  2. Selling and identifying treasure finds
  3. Leveling up (taking one day per new level, in my rules)
  4. Carousing and other means of spending money for experience
  5. Brokering deals with religious, trade, scholarly and government bodies
  6. In the campaign's early days (less so now, as action has concentrated onto the megadungeon and frontier village), mini-misadventures from random encounters in the streets
For the first five, the journey and exact location are not as important as what can be done there. The random happenings (#6) do sometimes spill out into a full-fledged chase, but for this only a vague sense of geography is needed: the city is divided into districts; each district's streets all connect to each other and the process of finding out where things are is usually trivial; only between districts are there changes of atmosphere, walls and divisions.

The result is this template and guide (click to enlarge):



You'll see that with access to private and secret establishments, there is a process of discovery in the city too, but it works differently. The examples give an idea how: random encounters and establishments, if treated right, give clues and leads to others. This can be expanded to whole districts of social elites being off-limits unless you know the right people. I'm going to try this method at the next city phase of our adventures and see how it turns out.

Sunday, 4 October 2015

Wizardry Demands Cosplay

Having discussed the armor-mobility tradeoff, another balance issue in fantasy games is whether wizards get to wear armor.

In editions of D&D up to 2nd, the explanations were as vague as hit points. The metal in armor disrupts magical energies;the encumbrance limits the wizard's gestures; you need training to wear armor, which the wizard doesn't have. While earlier editions ignored the rather obvious exceptions to the first two explanations (wear leather armor; cast spells without gestures), the third eventually became canon, starting with 3rd edition. With the rationalization of this rule came the rationalization of the way out. If the wizard becomes proficient in stomping around heavy armor, at the expense of more class-appropriate character development, he or she can certainly wear it.

These game-world reasons, though, are maybe besides the point. Their slow development over time shows that a stronger reasons is game balance. More specifically, class role protection. A wizard should have reasons within the game mechanics to act like a wizard, lobbing spells from the back row, protected by tougher characters up front. So, we make the wizard weak in single combat; fantasy artillery.

But I think there's a third reason. Wizards need to look like wizards, and the archetype of a wizard (unlike a knight, or a cleric militant) has nothing to do with armor.



Here's what convinced me: Let's accept the "game balance" reason and any of the game-world reasons of conductivity, encumbrance, or training. How would the strategic wizard dress for adventure or the battlefield?

Remember, this is a world where a spell-caster can turn the tide of battle, if not interrupted by a well-timed arrow. So your wizard is standing there like the officers of Napoleonic warfare, in a bright costume of visibility and authority, ready to be picked off. In civilization things are not much better; sometimes wizards are respected, other times they're burned at the stake. The logical, rational play is to dress your wizard normally - as a goose girl, traveling peddler, pack bearer, or whatever. Letthe magic do the talking, when it needs to.

Indeed, these considerations (or maybe just the inconvenience of flowing robes and a tall hat in a cave crawl) seem to have come into play designing the Ral Partha line of official AD&D 2nd edition miniatures. In keeping with the mundane fantasy-realism of that period, the "adventuring mages" and "wandering sorcerers" all sport practical breeches-and-jerkin combos, with nary a horned headdress or navel gem in sight,


Well, to hell with that! Wizards should be flamboyant, identifiable; that should be their mark, their pride, their penalty. It's not that armor encumbers or disrupts the magic, but it'snot part of the outfit. And the outfit is necessary for the magic to work - the wizard needs to feel like a wizard, needs the ritual vestments of the role in order to believe and have the forces of the universe believe. This is a principle of hermetic ritual magic (pdf) and it is a good reason in a game world as well.


What can wizards look like? They can go for shabby but unmistakably sorcerous, like Gandalf; they can dress like a god, a priest, a performer, an extreme dandy; they can show too much skin or cover up too much skin. This series of photo posts gives a good idea.

The "cosplay" rationale also means that there are certain type of armor wizards can wear. If flamboyant, impractical, otherworldly, then the armor can be worn, but it's likely to give less protection for more restriction of movement. For example:



I would rule this "ritual armor" as costing 10 times as much as light (leather) armor and either encumbering as medium armor, to a move of 9" (Bam and Biggs) or giving only 1 rather than 2 points of protection (Cher).