Showing posts with label FLAILSNAILS. Show all posts
Showing posts with label FLAILSNAILS. Show all posts

Brawl at the Tanglebones Tavern: Turn 2


Over at the bottom of the staircase Quartle the Dandy Frog continues to brawl with Ba Chim the Landsknect Elf.  The amphibian delivers a powerful right uppercut to the jaw of the elf.  Critical hit!  Ba Chim falls back against the staircase.  He's down but not quite out.   "Some thanks I get for trying to help!" he mutters as he shakes off the blow.

Meanwhile over in the middle of the room the woman with the sharpened nails and filed teeth makes her move against Father Cadfael, ducking inside the arc of his swinging mug and attempts a claw rake but the wily cleric sees her coming and jumps back at the last moment.  The motion brings him closer to the guy with the grimy hands and dirty smock, and the cleric attacks him with his mug but to no avail.  Grey-haired Fonzie and his buddy covered with snake tattoos step up into position to back up the rest of their gang.

Fast cut to the other half of the building, where Malice Aforethought the Albino Elf decides to make his move, coming at Megasthenes the Hoplite with a flying dropkick!  BAM!  A solid hit but they both go down to the floor.  Fritz was obviously about to go after either Malice or Megasthenes and seems momentarily at a loss.

At the next table over the dork in the jester hat continues to stomp the guy with the eye-patch, who writhes on the ground crying for his momma.  Dang!  Another critical hit!  The eye-patch guy is bruised and bloodied all over his arms and upper torso, reduced to a whimpering shell of a man.  Eye-patch is officially the first dude out of the running for the title of Baddest Brawler.

So far the Bronze Skull gang has shown a lot of unity and esprit de corps, acting as a group.  The Blueboy gang seems to be going with an alternative approach, as the lumpy headed kid arrives at the Blueboys' table, the redbearded dude goes at him but lumpy manages to ward off most of the force of the blow with a timely block.  The kid manages to connect with a sloppy counter-punch.  The third Blueboy present, who seems to be the leader of the group, grabs both of their heads and conks them together Three Stooges style.

The barkeep does not like all these monstrous weirdos coming at his supply of hard liquor and goes after Von the Koopa Troopa.  As he turns Bobo the Flying Monkey snatches the bottle of Auntie Grodd's Banana Schnapps sitting on the counter.  The barkeep grabs the turtlish duder but doesn't take account his grip on a high shelf and brings the whole shelving unit crashing down on both of them! Dozens of bottles of high end hooch are shattered, their contents never to be drunk by man nor mutant.  Oh the humanity!  The barkeep is down for the count, but Von crawls to his feet and, with a triumphant grin, proceeds to take a long pull from the bottle in his hand.  Too bad the bottom half of it is gone and nothing comes out.

The really hairy dude is only inches away from the spot where the top shelf crashed into the bar, but he's too busy beating up the cigar-smoking troll-baby to notice.  They mix it up and the kid comes out the better for the exchange, delivering a vicious kick to the hairy guy's shin.  He howls in agony.

Back over on the other side of the joint Bumphrey the Mutant Mole goes all Sonic the Hedgehog for a moment and in a burst of speed throws himself bodily at the Bronze Skuller with the big Mario Mustache.  Rhadamantus  takes a swing at Bumphrey as he goes past, but fails to connect.  The mole hits with a ramming speed headbutt to the groin!  Mario crumples to the floor, wishing he was unconscious.  He looks stupid, but not stupid enough to get back up before the fight is over.  His buddy in the filthy smock sees an opportunity to kick Darf the Dwarf and carpes the crap out of that diem with a solid strike to the dwarf's gut.  The wind is knocked out of him for a moment, but Darf is still looking to fight.

Nearby Sir Grover of Sesame goes all karate high kick on Harold the Adequate, landing his furry blue foot to the back of Harold's head!  It's one of those blows that is shrugged off for the moment, but damn will he feel that tomorrow morning.  Harold meanwhile climbs onto the table, which is probably too rickety for these sorts of shenanigans, but he's not on it long as he leaps off the table and over the banister at Quartle the Frogman.  It's a beautiful aerial maneuver.  Witnesses will tell their grandkids about it some day. The two brawlers end up in a tangled ball of brawl among the shattered timbers where table 20 used to be.

Over at table 10 the Wilt Chamberlain looking dude with the iron hand and the fighting woman with the grey eyes exchange a meaningful glance, cease hostilities, and proceed to double stomp the bejeesus out of Weird Merlin, who is already on the floor.  Dude is tough as leather; he continues to curse like a congressman even under this brutal barrage.

Meanwhile, KISS girl goes after Mr. Mister but he deftly counters, grabbing her and pulling her close.  "I was made for loving you, baby" he sings, but he's so drunk the words comes out slurred beyond recognition and way louder than necessary, not to mention completely off key.

Back at the bar, Daddy Troll has finished off his pitcher of mead.  He sloppily wipes off his mouth with  scabrous arm, wheels about and silently slouches towards the brawlers at tables 6 and 7, casting a long, long shadow across the room.  A fangy grin stretches far too widely across his hideous face.  As all eyes are turned on this development Man Rider tentacles up into the rafters, out of sight.

TURN 2 casualties: barkeep, eye-patch guy, mario dude

Brawl at the Tanglebones Tavern: Turn 1 Results

TURN 1 results
The Barkeep
No one is quite sure what put the Tanglebones Tavern into such a brawling move.  Part of the blame must lie with the barkeep, an old greybearded grouch who�s been drinking as much as anyone in the place.  And the more drinks, the grouchier he seems to get.  He seems to be in a grouch-off with the exceedingly hairy man at the bar, who is obviously a regular.  Some of the blame also has to lie with the folks in the eastern half of the establishment.  The dudes at tables 19 and 20 have been giving each other the stink eye all night.  And at one point a Vietnamese elf in a poofy landsknecht jacket moves from one table to the other, apparently in a huff.  Meanwhile, the cheap thugs at table 14 are paranoid enough to think that all the meaningful glances are actually about them, like tables 19 and 20 are conspiring against their gang somehow.


Whatever the source of tension, everyone on the western half of the bar knows exactly who started the ruckus: Bobo the Flying Monkey.  He�s been bugging the barkeep for a while about getting another banana daiquiri, but dude is too busy talking to his hairy chum.  Bobo snaps, leaping up onto the bar and taking a wild swing at the barkeep, who barely ducks out of the way.


The whole establishment explodes into a maelstrom of fisticuffs and swearing.   The Bronze Skulls at table fourteen rush towards the back of the room, in the lead is a woman with nails and teeth, both of which have been filed to nasty points.


Over on the other side of the Tavern, Malice the Albino Elf broods and warily sips his drink as the fight breaks out.  There�s one in every crowd.


Meanwhile, Ba Chim the Vietnamese elvish landsknecht is stumbling down the stairs, trying to clear his head, arriving back in the room just in time to catch a right uppercut from Quartle the Dandy Frogman square in the jaw!  Ba Chim rolls back on the balls of his heels for a moment, but he�s still standing.


The oldest of the Bronze Skulls, a fellow with silver hair and an equally silver scar across his face, doesn�t seem to be in a rush.  He pulls out a comb and adjust his hair Arthur Fonzarelli style as he saunters towards the south end of the room.


Father Cadfael grabs his pewter tankard and rushes forward to meet the Bronze Skulls, swinging it left and right in wide arcs to fend off a Bronze Skull zerg rush.  This stops the advance in the middle of the room.  "Harold, watch my back. Darf, keep an eye on that muppet!!" shouts the cleric.  Are either Harold or Darf sober enough to understand what he�s saying?  No one knows.
Meanwhile the lumpy-headed kid in the Blueboy gang (seriously, something is wrong with the shape of that dude�s head) rushes over to table 9 to join his comrades.


Over at table 7 the guy in the jester hat is the first one up and kicks the eyepatch mofo at his table, knocking him to the floor!


Von the Koopa Troopa scrambles onto the bar and over the large barrel of mead behind the west end and leaps across to the shelves where the high end booze is stored.   The shelves begin to lurch forward...


The woman at table 7 yanks her dagger out of the table and begins waiving it menacing at the dude in the jester hat, �I�ll cut you, punk.  I will!  And the DM has crit charts!�


Meanwhile in the other side of the building Bumphrey the Moleman attacks Sir Grover of Sesame!  Grover tries to fend him off but Bumphrey tags him with a right cross.


The barkeep jumps back to avoid both Von and Bobo and is cursing like a sailor just back from graduating with honors from Fuck You Naval Academy.


On the other side of the join the young mage Rhadamantus gets up from his seat at table 20 and gives Bumphrey an evil look.  "I've got better things to do than hang out with losers who look like extras from The Wind in the Willows."  He turns to stride away haughtily, only to find Father Cadfael partly blocking his way. "Forgive me, father, for what I am about to do," intones Rhadamantus as he deftly steps inside the the wild arc of Cadfael�s mug-swing and nails him with a powerful uppercut!  Cadfael�s caught off guard for a moment, but now he looks angry.


Another member of the Bronze Skulls moves up to join the sharp lady in menacing Father Cadfael.  This chap has a shaved head and earring look, but he�s not exactly Mr. Clean.  His hands are covered in dried clay, as is the smock he�s wearing.  He doesn�t attack, yet.


The belly dancer jumps up on the stage and backs into the corner, watching the action.


For no apparent reason the really hairy guy at the bar goes after Man Rider the mutant paladin with a Shatnerian double axehandle attack, but the tentacular weirdo easily schlorps out of the way.


One of the Bronze Skull gang, a dude with cool ass snake tattoos on each arm, has been losing all his coins at cards.  At the first sign of trouble he �accidentally� flips the table as he rushes to aid his comrades, sending copper and silver coins flying across the room.


A Blueboy, a fellow with a ridiculously braided red beard, doesn�t get up yet.; he�s busy finishing his drink.


In all the confusion one of trollish barmaids spills an entire tray of drinks all over the floor near table 7.  All brawlers pause for a moment to mourn the fallen, those wearing hats doff their chapeau momentarily as a sign of respect.  The brawl resume.


Darf, who is quite probably the ugliest dwarf you�ve ever seen, moves up to left of where Father Cadfael is holding the line.


Over at table 6 as everyone stands Fritz (the Von Helsing lookalike) deftly grabs Megasthenes the Hoplite and twirls him about in a beautiful waltz, as Fritz dips the Hoplite you think he�s going to lean in for the kiss, but at the last moment he lets go, dropping Megasthenes flat to the floor.  Ah, romance.


All night Sir Grover of Sesame has been drinking Alligator�s Milk, which he assumed was some sort
of local cocktail.  Just before the brawl breaks out he complains about how weak they are.  Harold the Adequate explains that no, that�s actually the milk from a lactating alligator (no explanation available).  Sir Grover proceeds to spew a mouth full of the stuff right into Harold�s face.


Harold wipes the Alligator Milk out of his eyes and replies in kind with a mouthful of mead.  For a moment the muppet thinks this is a straightforward tit-for-tat, until Harold swings his tankard at his felty head.  The wily Sir Grover drops under the table before Harold can connect.


The three weirdos at table 10 start to mix it up with each other.  The woman with the vicious grey eyes kicks Ugly Gandalf; dude stumbles for a moment, dropping his sweet ass pipe, but remains standing.


Another member of the Bronze Skulls moves up to Father Cadfael�s position, this one a woman who appears to be going to a KISS concert later tonight, based upon her black garb and  Gene Simmons make-up.  


It�s starting to look like Father Cadfael and Darf the Dwarf will be facing the entire Bronze Skull gang next turn when Mister Mister (the manly man in a black sweater and blue jeans sitting at table 20) knocks back the last of his mead and says to no one in particular �Excuse me...you fine gents...I have to see...a man about a horse...�  He leaps to his feet and rushes over to the vicinity of table 17, which he flings out of the way, clearing a space for him to assist the cleric and the dwarf.


Megasthenes the Hoplite scrambles to his feet, unsure of the turn his life has just taken.


The trollish barmaid that had been serving the Bronze Skulls quickly gathers the coins they kindly left for her as payment and tip, then hussles out of the room.


Back at table 10 the big man (6�8�) with the iron right hand takes a swing at the woman with the
menacing grey eyes.  Note that he swings with his left (non-metallic) hand, catching her with a mean left cross.  The woman laughs like she�s having the time of her life.


Over at the bar, the bigger troll guzzles another pitcher of mead, as if oblivious to the chaos erupting around him.  Meanwhile back at the bottom of the staircase that little love tap from Quartle the Frogman seems to be enough to help knock Ba Chim the Elf out of his mead-induced haze.  "Aw, there's a bar fight going on? Where the hell is Taurus Hell's-Heart when you need him?"


The pile of tentacles known as Man Rider oozes over the bar and up the shelf in the back, grabbing a bottle of Old Panther from the top shelf and ascending to the rafters via tentacle.


The last of the Bronze Skulls, a fellow with a huge Mario-style handlebar moustache, moves into position to brawl with Darf, Cadfael and Mr. Mister next turn.
The baby troll turns his head and casually blows a big cloud of cigar smoke into the hairy guy�s face. Dude is not amused.


Finally, Ugly Gandalf has fallen and he can�t get up.  He can swear using a variety of sexual acts that are mostly impossible in three dimensional space, though.

Brawl at the Tanglebones Tavern

Of all the drinking establishments in the Snail Quarter, why come to the Tanglebones Tavern?  The location is terrible, unless you happen to run out of the back door of a nearby gambling den or boxing pit and need a place to duck into quickly.  The interior is drafty and the food is terrible, unless you favor burnt trout served with a mug of alligator milk (I honestly don't know).  Because the doors and ceiling are higher than for most gin joints in the area, the Tanglebones has become the favored venue for trolls to get their drink on.  Once the owner realized this trend, he started hiring trollish barmaids.

So unless you like the shivering by the fireplace and inhaling the funk of up to a dozen trolls, there's only two things that recommend the Tanglebones to most patrons.  The first is nightly performances of a rather good belly dancer.  The other is the cheap drinks.  No one quite knows how, but the owner can sell fairly good mead for 3 coppers a pint when every other place in the quarter charges five.



Each number on the chart is the rough location of a table and/or group.  As the brawl breaks out, here's the general disposition of the joint.

3 - A lumpy-headed member of the Blueboys, a local gang with ties to the King of Thieves, has arrived late to the card game at table 9.  The other members are hollering at this poor sap as he rushes across the room.
6 - Seated here are an albino elf looking all moody and Elricish, Anthony Hopkins as Van Helsing, and a Greek Hoplite with his armor on a spare chair and his helmet on the table.
7 - One of the trollish barmaids is serving drinks here to three thuggish types, one dude with an eyepatch, one guy wearing a jester hat incongruous with the rest of his outfit and a gal with stringy hair who's jabbed a dagger into the table in front of her.
9 - Here's where the three hollering Blueboys are playing cards.  You can tell they're members of this gang because they all wear woolen peasant caps died blue.
10 - The trio here are furtively whispering to each other.  One is a huge man with a hand of iron chased with silver, one a blonde woman with menacing grey eyes, the third is the ugliest Gandalf you've ever seen: a gnarled little man-thing in grey robe smoking a churchwarden pipe with a staff leaning against the wall behind him.
11 - The owner, a gruff old man just as drunk as the patrons, is serving mead to a pair of trolls.  One is huge, nearly 9' tall, while the other is only man-sized.  The latter is wearing a baby bonnet and smoking a cigar. 
12 - At this end of the bar sits a flying monkey straight out of the Wizard of Oz, a gibbering pile of cancer and tentacles, a Koopa Troopa, and the hairiest human you've ever seen.  Even his beard seems to have hair growing out of it.
14 - Five members of another local gang, the Bronze Skulls, sit here.  They can be spotted by their gaudy skull rings.  The other trollish barmaid has just set down the last mug of another round.
15 - The local belly dancer, Peerless Puichiena, is sitting on the edge of the stage and sulking.  Her flutist is late again.
19 - Four shadowy figures sit around a table: a scruffy fellow, a muppet (no seriously), a Catholic priest in full regalia, and a little long-eared freak.
20 - an anthropomorphic mole, a well-dressed amphibian, a man in bluejeans and a young man in wizard robes

The end results are a little more Mos Eisley and a little less Long Branch Saloon than I had expected, but that's FLAILSNAILS for you.

Each round a player will receive some small info and a list of moves.  Move Across The Room (choose destination by number) and Make Some Crap Up are always options.  Don't overdo the latter please.

Additionally, you may receive a Special Move opportunity, depending on the situation and if the dice go your way.  Additionally, you will receive between 3 to 5 attack and defense options from this chart (how many you get depends on your Int score and your randomly determined state of inebriation).   You will also receive the last defense option used by your nearest foe.


No dice are rolled for these attacks.  If you get a '0' you missed.  1/4 and 1/2 are glancing hits, while 1 and 2 are solid hits.  A, B, and C are special results that really lay the smack down.

Every time you use this chart you are hoping that your attack lands before the foe changes defense on their move.  If you have a substantially higher Dex than your foe, you ought to pound the snot out of them.  But your Dex may be lower than you think, depending on how drunk you are.

(Ignore the penciled-in numbers.  That's from a previous owner.)

Any questions?

better dying, part 1

Most D&D characters are disposable.  They start out life as six throws of 3d6 and then die in the first encounter of their miserable lives.  I've got a buddy whose original group interpreted the term "name level" to mean that your PC doesn't need a personal name until they're a full-ranked Wizard, Lord, etc.  The last time I ran a campaign set in Mystara one player went through so many PCs that he started numbering replacements.  He went through several incarnations of a few different names.  The first couple were fairly ordinary monikers but I think 'Niantic Sphinctre' went into the teens.  If the sample page of the DM Adventure Log can be believed, Dave Cook went through quite a few dwarves named Fred.  (Click to embiggen.)
Given that we strew the dungeons of our campaigns will piles of corpses, it's unsurprising that we treat death so cavalierly.  I mean, check out this passage:
DM: "Black Dougal, you find out that you missed a tiny discolored needle in the latch.  Roll saving throw vs. Poison, please!"
Dougal (rolling): "Missed it!"
DM: "Black Dougal gasps 'Poison!' and falls to the floor.  He looks dead."
Fredrik: "I'm grabbing his pack to carry treasure in."
That's from page B59 of Tom Moldvay's 1981 Basic rules.  Stone cold.  They don't even check to see if he is actually dead before they start vulturing his stuff.  This is the rpg I started with, this is how I was taught dying worked in D&D.  No wonder I've got the blood of so many PCs on my dice-throwing hands.

But there's a couple of other things going on here.  One is the DM (and therefore Moldvay) undermining player agency by stealing Black Dougal's last words.  What if Kevin Hendryx wanted to say something else? I think PC death would matter a lot more if we made an effort to have some decent final words ready for our death.  I've often thought that Khan's/Ahab's curse would be useful to quote if your death was the fault of another PC.
 "From hell's heart I stab at thee; for hate's sake I spit my last breath at thee."

But for general purpose death scenes I'd recommend keeping this formulation in your back pocket:

"I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched c-beams glitter in the dark near the Tannh�user Gate. All those moments will be lost in time, like tears in rain. Time to die."

Obviously you'd want to swap out some awesome things your PC has seen.  This one works best in a FLAILSNAILS environment where you're probably adventuring with people who haven't seen the same exact horrors you have, which is why I have a version of it saved on my PC's charsheet, ready to go.

Of course, you can come up with your own final words, or steal them from some other source.  The important part is that we should put a little forethought into this, especially for beloved characters.  And DMs, give those players a chance to say something before they shuffle off this mortal coil.  You know, unless their death is particularly quick and/or grisly.  A smoldering skeleton probably won't have much to save.

Bonus image:
These last words are appropriate under any circumstances.

Wessex returns... ?

So this morning Anthony, Mike and C Huth played a little adventure that I borrowed from Simon of and the sky full of dust and hacked up a bit.  I don't have my notes with me, but the party consisted of a nameless fighter, a ranger whose name I couldn't pronounce and then promptly forgot, and Farley the Dwarf, a Wessex veteran.  Too bad Farley was way over the level range for the adventure and showed up to the crawl with two diseases and two curses, as per the rules of Article 4 of the original FLAILSNAILS Conventions.  I'm trying to imagine how one ends up like that, and all I can come up with is a rather distrurbing scenario involving unspeakable acts with a witch's favorite goat.  Probably the best part was the one curse that shrunk him to just one foot in height.

The party followed a rumor that a certain set of centuries-old tombs, long pillaged, contained a secret area below a slab of stone.  This secret second set of tombs reputedly contained three magical weapons: a black sword, a trident, and a warhammer.  Okay, they weren't really after Blackrazor, Whelm and Wave, but three magic weapons is three magic weapons.  Our hardy hereos braved perfectly ordinary spiders, tacky religious iconography, and several annoyingly unkillable skeletal undeaders.  The ranger and the fighter escaped with one of the three magic weapons, the Holy Axe of the Knight-Marshal, and some miscellaneous loot.  Poor tiny Farley was punched right in the heart by the Three-Armed Skeleton Knight of Wessex-119 and died instantly, Arduin critical style.  Too bad he was carrying the Legendary Magical Beard of Wessex.  (Actually, being tiny, he was wearing it as a cloak.)  Pour a forty on the curb for a character that Mike has been playing since December of 2011.  He got to sixth level in the FLAILSNAILS multiverse and that ain't shabby, my friends.

Running a FLAILSNAILS game again was a hoot.  I really ought to get back into it regular-like.  Unfortunately, my family and I have moved since the last time and our new place doesn't work as well as the old one for running in the wee hours.  I woke my wife up early, which is something I don't want to repeat.  But I've got an office here in the English department now, so maybe I could run some games later in the day.  That ought to amuse the folks in my hallway.

Play report: Fun times in Quyen Valley


"Sir" Donnal
You go to sleep in an army tent in the Hill Cantons and wake up on a barge in the heart of Fantasy Fucking Vietnam, as run by the Calithena Gildenclaw, the fellow who coined the term.  That's life in the FLAILSNAILS multiverse.  Donnal MacDonnal, haphazard adventurer and darling of the first FLAILSNAILS jousting tournament, and his henchweenies Stanislav the World's Dumbest Magic-User and Polg the Nigh-Useless joined a party of hardbitten mercenaries consisting of Senor Silver, Sigbert the Saxon Soccer Hooligan, Androx the Ambivalent and Grimepaw the Acolyte of St. Bast.  The mission was to clear a small stone keep of its hobgoblish occupiers, for which the local princeling promised us each a sack of gold.

The DM initially described our landing in Quyen as akin to stepping off the boat for the first time in Tekumel.  That had me worried we would all end the session on some sort of local impalement device, but instead we ended up a feast designed to induce us into fighting these dang hobgobbos.  So we end up trekking ten miles through brush and forest, leading our horses and clearing a path with machetes.  We routed around a group of five blue-skinned gigantos with mouths full of tusks, as they seemed to be wandering monsters of either ogrish or giantish strength.  That was a smart move because it turns out we can barely handle hobgoblins.

Sure, the first encounter is with a lone hobgoblin guard who gets a crossbow bolt through the eye before he can raise a hue and cry.  But the second fight with half a dozen of them is pretty intense, even with a party member taking out one of them with some poison slipped into their wine.  Polg proved less useless than usual by successfully back-stabbing one of the hobgoblins.  Then we fought a berserk hobgoblin leader and his orc anti-cleric buddy.  That turned out to be a helluva a fight.  For a couple three rounds in a roll none of the numerous fighters in the party were able to hit jack or squat, but the cleric Grimepaw kept whupping on the bad guys making the rest of us look like chumps.  My favorite part of the fight had to be when one of the badguys tried to escape and Stanislav cast Hold Portal to block him.  At the beginning of the session I asked "Are there any other MUs in the party? I ask because Hold Portal is the closest thing my guy has to an offensive spell."  In fact, it is his only spell besides Read Magic.

I like Stanislav because he is literally the worst MU I have ever seen.  Sure, my buddy Joe once ran a first level MU with Hold Portal as his spell, but at least that dude had reasonable stats.  Poor, stupid Stanislav isn't even a legal character in some editions of D&D, because his Intelligence score is only a five.

Anyway, once these two leader-types are kaput we put their heads on pikes and tell the rest of the hobgoblins to clear on out of the place.  It would have been hilarious to only then discover that these badasses were not the local leadership, but we were right in our guess.  The demoralized remnants of the hobgoblin tribe head for greener pastures and we return to the local lord to claim our reward.



Secrets of Myrddin Q&A

I just wanted to make sure everybody saw the questions and answers from the two Secrets of Myrddin posts:


Q: So when are you going to post the Kickstarter for The Caves of Myrddin?
A: That doesn't seem feasible given the number of other products I rehash.


Q:Were you kidding about [ripping off] level 3 of the Temple of Elemental Evil?
A: Only in that I haven't ripped off that particular module.  Other modules?  Totally ripped off.


Q: Does this map [the vertical geomorph] reflect all the interlevel connections?
A: No.  There are plenty of staircases, shafts, etc. on the level maps.  And a couple of 'secret' levels that can't be accessed via the vertical geomorph.  Philip the Bloody discovered one of these and later led an expedition specifically to loot part of it.


Q: Does horizontal distance on this map always correspond to distance on the horizontal levels?
A: Only sort of.  Any attempt to construct a complete iso-view map of the dungeon would probably discover areas that just don't work right.


Q: I'd really like to get a better idea of how people translate from the vertical layout to the overhead, especially for some of the more complex ones like the one pictured. Obviously some of the early ones where each level is just a box with interconnecting stairs and passages, it's easy to translate since on the vertical map the level is just a featureless box. But on these more detailed ones?
A: Not sure that I follow this question.  Is it the same as the next one down?  If not, please restate.


Q: What kind of cues were you given that you were mapping vertically? Did you have to figure that out, or was it made clear "you may want to switch to another sheet of paper to represent a vertical map"?
A: When you reach one of the standard dungeon levels I just tell people to switch to overhead perspective in their mapping.  I don't really do 'subtle' well.


Q: So then the vertical map was run as a separate map? Like it's own floor, but instead of horizontal vertical?
A: Yes.  Whole sessions were spent crawling that map.  Some seriously epic fights have happened there.  It has a few layers and some hidden loot right on it.


Q: Is this [the vertical map] actually it's own ant-farm style dungeon level? If so, do you think of it as being 2 dimensional?
A: Yeah, it is run as its own level.  I tell people "This map has up, down, east and west.  I might mention north and south occasionally, but don't take it too seriously."


Any other questions at this point?  What else would you like me to talk about?

Secrets of Myrddin, part 2

So about this time last year I pitched the idea of vertical geomorphs to the carto-dungeon-graphic portion of the OSR community.  The basic idea was to take all those side-view maps that show the relationships between levels in a dungeon and actually use them like you do the level maps.  The geomorph artists came through in spades, so I decided to make a vertical map the centerpiece of my new dungeon.  Here are the parts that have been pretty well explored.



Because I actually wanted to use this map I decided that all the initially available entrances to the dungeon would lead onto this map, rather than directly to one of the horizontal (i.e. 'normal') levels.  Later one party excavated the Great Heap in the center of the courtyard of Castle Dundagel, opening up access directly to a medusa-infested Level 2.?  But the majority of visitors to these dungeons have spent part (or all!) of each session slogging through this map. 

This behavior amused me greatly, because I originally envisioned the vertical map as sort of an underground Wilderness Area, where random encounters aren't tied to any sliding difficulty level.  Hence the vicious metallic spiders (Dave Hargrave critters, in fact) and the vampires.  I honestly expected the players to spend less time scouting the vertical access once some decent routes to various upper levels were discovered.

But I guess I didn't count on the twin fascinations caused by the Last Dragon in England and the Great Spiral Stairs.  When first assembling the geomorphs to form the vertical level (The above map is not a product of the random generation of Dave's Mapper.  When first assembling this thing the vertical randomizer wasn't fully implemented yet, so I stiched this thing together in MS Paint.) I decided on two things:  1) I wanted to use four "top border" geomorphs that had towers on them, to give a simple four-towered castle.  2) I wanted to see how deep of a spiral staircase I could get away with.

The latter was important to me because I wanted to give a quickie way for high level or daring low level characters to get down to deep levels.  This has come up in threads at places like Dragonsfoot and OD&D Discussion.  Don't just connect level 1 to level 2 to level 3.  Give the players some options so they can influence how big of a challenge they'll be facing.  The Great Spiral Staircase gives direct access to level 8 as well as a chance at finding the lair of the Last Dragon, labeled '11b' at the bottom of the map.  The two holes leading off the bottom of the map are the known Hellmouths.  One of them is under a trapdoor.  So far no PC has fallen to Hell.

One other factor I hadn't fully counted on: players just love climbing shit.  Seriously, most of my players love spelunking around this map, pounding in spikes, lowering ropes, dropping torches to see how far they go.  In some sessions the sheer joy of exploration really seemed to trump any concern for finding loot.

Secrets of Myrddin, part 1

Okay, so some folks here and on Google+ have convinced me to let folks peek behind the screen just a bit at the Caves of Myrddin campaign.  I'm going to start with the original caves levels.  I was in a big hurry to start DMing this campaign, but the upper levels of the ruined castle weren't ready to go so we started with these nearby caves.

Castle Dundagel is vaguely based upon the real Cornish ruins of Tintagel, which really does have a nearby Cave of Merlin.  I picked Tintagel as my model because of its Arthurian associations. It's the castle Uther besieges in the first part of Excalibur, where Arthur is conceived.  But the ruins there today were actually built in the 13th century, the century after the Wessex campaign is set, almost as an early example of a lord's architectural folly.  Key changes I made to Tintagel when I made Dundagel:
  • I put the whole thing on a spit of land, rather than an island just yards off the coast.  I didn't want to deal with boats every single expedition.
  • Based upon this photo of Tintagel I decided I needed three 'Merlin caves' rather than the single one I'd read about.
  • Since the modern understanding of Arthur and all that stuff only begins to congeal with Geoffrey of Monmouth, who is alive during the campaign, I decided that much of what we know as the standard Arthur narrative is just plain wrong.
  • To whit, Arthur and Merlin weren't contemporaries.  Merlin (a.k.a. Myrddin) is a generation or two later, as is Morgan le Fay, queen of Tintagel.
  • Also key: Myrddin was an evil wizard and Morgan a benevolent queen.  This got flip-flopped in later legend mostly because the only thing everyone clearly remembers from the period is how the queen used to dress like a tart.
The Caves became named after Myrddin because he used them to tunnel a backdoor into the family crypts below the castle.  The original monsters to move into the dungeons were part of Myrddin's army of evil.  For a time the good guys beat back these creatures and sealed them below, but they only dug more dungeons.  Eventually they dug so deep they reached the uppermost level of Hell.

The dragon moved in three or four generations after all this muck.  The House of Fay had spent its energies and lost many of its bravest sons and daughters trying to contain Myrddin's mess. (That guy was long dead, thanks to a vorpal sword to the neck.  Neither head nor sword have been recovered from the dungeons.)  So the dragon didn't have to do much to seize control and set up shop in a hidden lava-filled cavern just slightly above Hell.  But it got lazy and sleepy and soon it only ruled the monsters in name only.

Later, a trandimensional meteor crashed into Goblin Land so hard that it punched a hole through straight through to level 1 of Dundagel.  But that's not what we're talking about today.  Here's some maps.

Each cave corresponds to a dungeon level in terms of difficulty.  Most of the early parties stayed the hell away from the Wet Cave (see below), but no one ever figured out that the monsters in the Small Cave (pictured above) were noticably easier to beat than the other two.  Notable features include the broken teleporter in area 4 (that circular thingy) which the Gnome Submariners used once and the Spaniard tried to repair, the Stirge Nests in the stalactites of area 6 (the line across the tunnel mouth just south of the 6 is a gate of iron bars, a tar-baby sort of monster was fought there) and the chasm between 14 and 15 which may lead to something deep below.


The Wet Cave is one of my most complicated dungeon levels to DM, because the tide washes in twice a day.  Areas labeled A, B and C flood to different depths based upon the time of day.  I have a turn-by-turn tide chart for this.  Some parts of the dungeon completely flood.  At high tide a bunch of sea water pours into the chasm at area 9.  Other neat features are the magical cloud of poisonous gas (recently dispelled) at the location 5, the sinkhol in area 15 (which fascinated the sea ghouls that previous haunted much of the level) and the small tunnel (big enough to crawl) leading up out of area 3.

Here I must give Special Mention in the Dispatches to Nicholas Mizer and his elf Celumir the Bald, who led the first party into this level.  He did a fabulous job of scouting out the place before time.  It was he who first learned of the Curse of Blue Nellie.


And here's the Big Cave, a.k.a. level 3.  Monsters here were mostly unintelligent beetles, slimes, wobras (winged cobras), etc., with the notable exception of a couple appearances by Joe Mama, the trollish psycho with a chainsaw.  The corkscrew/sprial/whatever of the main corridor really made mapping this level a giant pain in the ass.  The criss-crossing in area 10 is spider webs.  No giant spiders though, just a zillion regular sized ones.  No one knows where the the corridor at the top of the map leads.

I think I got all these maps from Paratime Design.?  The Caves/Dungeons complex is a Frankenstein of stitched stuff.  Some levels are entirely swiped from published modules.  Others I just used the map.  One level I use the map from one module with the key from another.  A lot of Dave's Mapper brand geomorphs get used all over as well.

Riffing off of other people's work is great for several reasons:
  • I can recombine stuff for interesting new effects.
  • I enjoy the challenge of presenting old material in a fresh way.
  • I like secretly daring the players to blurt out "Hey, this is level 3 of the Temple of Elemental Evil, you fraud!" So far I've gotten away with a LOT with no one calling me on it.
  • I'm a lazy ass.
  • Besides, there's a lot of good stuff out there.  Why not use it?
Next installment I'll talk about the big vertical geomorph.  I'll even show you some of it.

one more Caves of Myrddin update

So Carl (Bishop Aethelred), Louis (Sonoma the Psycho Elf), Tom (Lankii the Diabolic Elf) and Nick (Vithujin the Necromantic Elf) were discussing a plan of action at the beginning of the session last night.  There was a bit of himming and hawing over what to do with this, the last run of the campaign, when in walks Chris (Fred the Dwarf).  He announces that he had a shitty day at work and that he intends to take it out on the Vampire Lord of Crows.  Everybody agrees that icing that particular mofo would be sweet.  And they have someone who can guide them to his lair: Billy White-Paw, the Bishop's cat.  Aethelred can communicate with Billy and once asked him to tail a couple vampires back to their lair.

So after stocking up on holy water and other provisions and Aethelred using the spell commune to get some intel from God hisself, they follow Billy into a section of the vertical map that no previous party has penetrated.  They end up spelunking like you wouldn't believe, pounding in stakes and attaching ropes, climbing mysterious chains, falling in pits that are at the bottom of other pits, abandoning their hopeless losers when they become a burden and generally clanging about the dungeons.  Billy is just leaping from ledge to ledge effortlessly, smugly waiting for the rest of the party two or three dooms ahead of them.

Meanwhile I'm throwing dice to see how many of the remaining vampires are in their lair and how active they are.  Turns out Billy is leading the party to all seven of the bloodsuckers and six of them are resting in their coffins.  So when they arrive in Coffin Central they quickly dispatch Alice Cooper's Vampire Snake.  Thanks to careful planning, casting a ton of spells (including haste), bringing along a bag full of sunshine and my crappy rolls they manage to kill every single fangy bastard in the place with no casualties.  I almost laid vampiric hands on the throat of Fred the dwarf, but then somebody remembered that Fred's henchmen hadn't acted yet and one of them put a magic crossbow bolt right through the vampire's heart.  Sweet.

It was neat how hard the party whupped up on the bad guys.  We had discussed anti-climactic boss fights in D&D earlier in the evening.  I offered my opinion that the fight against a big boss should be totally one-sided: if the PCs do their homework, they ought to win.  I didn't mention the corollary out loud.

For the record, here's the list of the vampires they murdered:

Alice Cooper (treasure: Hat of Protection +2)
Alice Cooper's Snake
The Skipper from Gilligan's Island (Gilligan was staked in a previous expedition)
Zed Zardoz (treasure: Zardoz mask of protection from gaze attacks)
Vampire Donkey (poor beast was left behind by a previous expedition)
The headless body of Spiro Agnew (treasure: iron collar of no head required)
Trevor, the Vampire Lord of Crows (treasure: unholy crystal ball that allows two-way communication with another unholy crystal ball)

After the fight in Coffin Central they located a secret door that they hoped would lead to more vampire treasure.  ("Where are these jerks' gold?")  Billy White-Paw was sent in to scout the area.  He came running back very quickly.  "There's a huge fucking spider in there!"  Sonoma wanted to throw a fireball into the room to kill it, but was talked out of it.  That's too bad.  The fireball would have blasted back into the PCs' faces and the spider, being one of those metallic Arduin jobbies I like to use, probably would have come out unscathed.

After getting their items identified the party pitches in a crapload of gold they've been saving up to build a kick-ass stone castle in Goblin Land.  Carl is leaving for an intership at the University of Versailles, so in a fit of sentimentality I decide that papal legate Alberic of Ostia makes Aethelred the legit Bishop to the Goblins.  Lankii and Fred declare themselves the elvish and dwarvish Moses respectively and lead bands of their fellow demihumans out of the realms of men into a new life under the twin suns of Goblin Land.  They seal up most of the routes between Goblin Land and Wessex, but leave one way open for those future adventurers who might want to join the good fight against the monsters of their adopted homeworld.

All in all, not a bad way to end things.  After the run is over, I pull out my vertical map and we compare it to the one Chris has made.  He did a pretty dang good job, as have several other online cartographers.  At the urging of several folks on Google+, I'll be scanning a few of the better-known parts of the dungeon and doing a sort of designer's notes thingy with them, maybe starting tomorrow.

Goodbye Wessex, hello outer space

Tonight's tabletop game is going to be the last Wessex game for a while.  I don't know if anybody has noticed or not, but I haven't run my Monday morning game for a couple weeks now.  School has gotten kinda hectic and I've needed my Monday mornings for homework.  I don't know when I will next run an online game.  It may be a spontaneous thing, with those of you on Google+ at 4:30am my time getting a "Hey, anyone want to play a game of ______?"

Meanwhile, I'm going to pitch to my Wednesday group a few session of Traveller.  I've long wanted to run Adventure 4: Leviathan, which involves giving the party command of a big merchant explorer and sending them into an unknown subsector.  Since it's a commercial interest providing the ship the scenario is an interesting hybrid of Star Trek's exploration/first contact ethos with Traveller's more grubby economic bent.

Thanks to all the super-cool players who made the Caves of Myrddin/Dungeons of Dundagel a hoot.  That dungeon still has a crapload of unexplored nooks and crannies (whole levels, in fact), so I will probably return to it some day.


Caves of Myrddin update

Fred the Dwarf, the elvish trio (Lankii, Senoma and Vithujin) and the cleric Aethelred the Unsteady have returned from an expedition to the dungeons below Dundagel.  Most folks in the area assumed they were dead, because they were last seen heading to the ruins several weeks ago.  But today they return and buys many rounds of drinks for the folks staying in the Abbey guesthouse.  Though tight-lipped at first, eventually a few details of their expedition begin to slip out.
  • These guys have built some sort of permanent outpost in Goblin Land, which can be accessed via a portal somewhere in the dungeons.
  • Their ally the fighting man Will Die Too is now chieftain of the Tricloptic Vikings, having defeated the previous chief in single combat.  He's sorta gone native and doesn't seem to show much interest in coming back.  That may have something to do with his two new beautiful triclops wives.
  • The party may or may not have started a war with these total jerkward four-armed humanoids that ride pterodactyls.  These guys have some serious mad science mojo going on in this grand canyon-esque hell-rift.
  • Aethelred has declared himself Bishop to the Goblin Lands.
  • A coldalisk works just like a basilisk, except you freeze solid.
  • One of the party members traded away an interesting item to Dremelza the Witch: a little four-armed fetus-mutant in a jar.  Not like pickled or anything, a live specimen that bangs on the glass and seems to really want to be let out!
  • You know how Blixa the Thief likes to travel with a magic doggy?  He has apparently set a trend of sorts.  Lankii has a pet bat-winged cobra and Bishop Aethelred is often seen talking to his cat.  Of course, Aethelred may just be off his rocker.  Dude thinks he's the Bishop of Goblins, after all.

Caves of Myrddin: Everybody get out your d20.

What happened this morning in +Jeff Rients' Wessex campaign?

Roll 1d20
1 - Ool the Dandy, loyal henchman to +Taurus Hell's Heart, was imprisoned.
2 - No one is quite sure, but +Philip the Bloody has a new hydrocephalitic goblin mounted outside his cabin.
3 - +Sir Hugo le B�tard now bears a hideous scar on his back from one of +Philip the Bloody's infamous phaser blasts.
4 - The party returned with a huge pirate-style chest filled with treasure. Some of it even had the mark of King Arthur.
5 - There are now two less vampires in the dungeon (both were pro-wrestlers).
6 - Several of the party members have horrible acid scars covering their face. They don't want to talk about it.
7 - +Philip the Bloody's new tattoo reads "True Stanist" under a picture of a golden orb spider.
8 - The party encountered strange, mummy-like creatures encased in glass.
9 - The party did battle with a mighty dung-golem. There were no survivors.
10 - Ooluu tested the power of Dagon over the undead. The results were inconclusive.
11 - The dragon has returned, and he is angry.
12 - Rakshasas were actually encountered on the Rakshasa level.
13 - +Philip the Bloody's trusty phaser ran out of batteries.
14 - The goblin henchmen of +Sir Hugo le B�tard now possess strange, steel gloves mounted with dental equipment.
15 - They party actually entered the caves deep below the castle. There they encountered hideous crabmen.
16 - The party killed a gargoyle using a clever trick.
17 - The things without a face are highly susceptible to fire.
18 - A magic item was discovered (1-3 Excalibur itself 4-5 Merlin's wand 6 something far more stange)
19 - Add moving rocks to St. Serpentor's list of posthumous miracles.
20 - Roll twice, disbelieving both results.

Evan Elkins wrote this in lieu of a standard session report.  Some of it is even true!