Sunday, February 28, 2010

2nd Anniversary

Happy Blog-Day to me.

Ruh Roh. I scheduled this ages ago to remind myself of this approaching 2nd anniversary...and then forgot to alter it, so viola there you have the above Hall of Fame post! Short and sweet it is, cheerful it ain't.

Me? Doing great...currently working on four seperate D&D projects in addition to preparing for a new OD&D campaign which begins in the coming weeks. So blog on you loyal bloggers out there and I'll update here when I have something worth sharing.

~Sham, Quixotic Referee

Friday, January 22, 2010

Gold: Lifeblood of the Underworld

Why Adventurers seek it, Dragons hoard it and Goblins idolize it.

Gold is woven into the very fabric of the fantasy role-playing campaign, often being the catalyst for adventure. Characters pursue gold because it is a means to an end for their goals, providing experience and wealth in order to realize greater power within the framework of the campaign world. Gold is, after all, power.

Adventuring characters gain experience through the wealth they extract from the underworld. As detailed in The First Fantasy Campaign by Dave Arneson, adventurers in the initial version of what was to become D&D were required to spend their plundered gold pursuing certain motivations in order to gain experience from it.

Gold allows experienced adventurers to bring order to the wilderness on the surface through the construction of strongholds. The forces of Law desire the plundering of gold from the clutches of Chaos in the underworld that they might spread the will of man across the land.

To further their own cause and maintain their grasp in the fantasy campaign, Chaos must oppose these efforts. He who has the gold makes the rules in a manner of speaking.

The underworld itself relies on gold, its presence attracts and emboldens monsters while luring adventurers into the unexplored reaches below. The absence of gold can lead to a dungeon's dormancy or perhaps eventual abandonment. Gold is the lifeblood of the underworld.

With the assumption that gold is more then mere currency, allow certain monsters in the fantasy campaign to become more powerful based on the amount of gold they are able to amass or otherwise keep hidden within the underworld. The underworld will often reward their efforts much in the manner that adventurers are rewarded for capturing and spending gold.

Goblin Hordes: Keeping the Lifeblood flowing

At the far end of the gold/underworld spectrum are the lowly Goblins. Being an abomination of fae-blood and spawned from the very Chaos of the underworld, Goblins find themselves attuned to gold in a manner not shared by most beings. It is their duty to keep this lifeblood of the underworld flowing, and they do so in a number of ways. Goblins place gold above all other motivations because it is one of the surest means of survival in the dark pits they call home.

Nocturnal surface raids, kidnappings and general Goblin mayhem assure that gold is always entering their world from the surface, robbing the forces of Law even if in but a small manner. Following this flow of gold are adventurers who seek to reclaim that which the Goblins have absconded with from above. The forces below value the activities of the Goblins in luring over-dwellers to their demise, and appreciate the fealty often paid to them by these dungeon underlings.

Goblins garner the benefits of gold as a collective, not individually. A typical Goblin community, or tribe for lack of a better word, consists of 40-400 Goblins as well as a King with 5-30 Guards. The King and Guards form the unit which gains a rudimentary type of experience, while the standard Goblins enjoy greater numbers and more powerful leadership.

Goblins do not earn any benefits from simply hoarding gold; removing it from circulation is how they are able to benefit from gold. Here are some possible methods through which Goblins may gain experience from plundered gold:

Goblin Gold Disposal Methods
Bury/Hide: The intent was to use it later but it is forgotten. Map optional.
Sacrifice: In pagan worship, dropped into a mindless monstrosity's lair or deep hole.
Recast: Typically into pagan idols, sometimes into nose-cleaners and the like.
Distribute: As long as the gold goes deeper into the dungeon, either as fealty, payment or tribute, and falls into the clutches of something more capable of guarding it.

Goblin tribes do not begin to gain experience until they have established a lair, with King and Guards, and subsequently disposed of 8,000 gold. At that time the King and Guards will continue to accrue experience. Individual Goblin Kings and Guards will be replaced if they perish, with no penalty, but if the entire royal court is slain the tribe loses all of its accumulated experience.

Goblin Hordes increase in membership while the King and Guards become more powerful based upon an accumulation of experience earned through gold disposal. These scores are tracked in increments called Goblin Horde Ranks, detailed below.

Goblin Horde Ranks
I – 8K: +25 Goblins, +1 Guard, K&G: AC 5, HD 1+1, SA: Max hits.
II – 16K: +50 Goblins, +2 Guard, K&G: AC 5, HD 2, SA: RT Saves.
III – 32K: +75 Goblins, +3 Guards, K&G: AC 4, HD 2+1, SA: RT To Hit.
IV – 64K: +100 Goblins, +4 Guards, K&G: AC 4, HD 3, SA: RT Damage.
V – 128K: +125 Goblins, +5 Guards, K&G: AC 3, HD 3+1, SA: Lucky.
VI – 256K+: +150 Goblins, +6 Guards, K&G: AC 3, HD 4, SA: Two Lives.

K&G: Stats for the King and Guards. King and Guards all possess Move 9 and +1 Morale, regardless of Rank. The Special Ability (SA) is only learned by the King himself, and all six are cumulative.

King Special Abilities: RT (Roll Twice, using the higher result), Lucky (King can Save vs Death to avoid a killing blow), Two Lives (King will spring from the dead once, fully healed).

Gains in tribe members are cumulative across the periods of growth. For example, a tribe at Horde Size IV would have gained 250 Goblins and 10 Guards, its King and Guards would fight with an increased level of expertise (AC 4 and HD 3).

Keep in mind that the King and Guards will often make use of any magic items found or captured if at all possible. Optionally, if gold disposal is focused in the methods of Sacrifice and Recasting into pagan idols a tribe might also realize members with shamanistic or anti-cleric abilities. These Shamans can replace Guards, or complement them.

Dragon Hoards: Establishing Hearts of Adventure

While Goblins keep the Lifeblood flowing, Dragons and potentially other powerful underworld denizens benefit from the hoards of gold they are able to establish and protect. These hoards create hubs of power, or hearts of adventure. Fed by the flow of gold above and around them, these hearts increase in size through a steady influx of wealth.

Dragons long ago learned the importance of gold, the mythical element. By hoarding wealth Dragons were able to realize greater power while preventing the growth of Law. While Dragons may take a stance of Chaos or Neutrality, and even Law in the case of Gold Dragons, they are normally opposed to the spread of civilized man as his influence sweeps across their ancestral lands. Given the ferocity and cunning of many dragons it is only natural that they are often able to collect vast amounts of gold. This then is the motivation for Dragons, by hoarding gold they gain a limited form of experience which impacts their existence in the fantasy campaign.

Dragons establish a proper Hoard much in the way characters build a stronghold; by gaining experience and using wealth. In the case of the Dragon, experience of this sort is a measure of surviving to the very old age of 100 years. The Dragon may have been accumulating wealth in its younger days, but the proper establishment of a Hoard requires a suitable lair, boasting 70,000 gold or more, and the aforementioned age requirement. Once the proper Hoard is established and cultivated the Dragon will begin to acquire greater power while attracting followers.

Dragon Hoard Ranks use a total gold equivalent value which includes copper, silver, gold, gems and jewels. The collection and massing of this wealth is measured in the increments detailed below:

Dragon Hoard Ranks
I – 70K: Followers: 30 HD. Growth: Maximum HD if not already very large.
II - 140K: Followers: 60 HD. Toughness: 7 hp/HD.
III - 210K: Followers: 120 HD. Prowess: Bite deals double damage.
IV - 280K: Followers: 180 HD. Resilience: +2 on all saves.
V - 350K: Followers: 240 HD. Fearsome Breath: penalizes saves by 3.
VI - 420K+: Followers: 300 HD. Long-winded: able to breathe 4 times per day.

Dragons surviving the loss of their Hoard will not lose their special abilities immediately but may stand a chance to watch their followers abandon them. Hoard-less Dragons so pilfered of their wealth will do everything within their power to reclaim their gold and riches. Such Hoard-less Dragons will begin to watch their experience-earned power wane over time. Subdued Dragons on the other hand will lose their special abilities once their wealth is captured and they are removed from the underworld.

* * *

The above Horde and Hoard benefits are just basic ideas; there's certainly much more that can be dreamed up to flesh out this concept of the gold/underworld system and the advantages earned by the monsters propagating it.

Just a little something I've been bashing about and I thought I'd share for your enjoyment on a rainy Friday.

~Sham, Quixotic Referee

Friday, December 4, 2009

w/o WALLS

As 2009 begins to wind down I am easing back into the blogosphere and once again finding myself amazed at how our community continues to expand. When I cranked this thing up here at Ye Olde Grog n' Blog twas but a few of us, now we are many. So many in fact that I KNOW I've missed some good new authors rolling out their first posts and opinions on the olden ways. Somehow I missed Havard's Blackmoor Blog, but it is now dutifully linked in my list (which by the way is in need of some housekeeping).

So I ask: please drop me some links to gaming blogs I should be in tune with. It's been three months since I updated here, and nearly four since I posted anything game related. Fall is always an extremely busy time for yours truly, but enough with lame blog-excuses, it's best to just post and not offer reasons for one's back-sliding. I'll make up for my absence with an extremely long post now. The quick-hitters and casual fans can move along.

During my hiatus I played around with a few pet projects and began toying with decks of cards. You know, the old fashioned 52-card types. I devised a few D&D related uses for that venerable game tool, including dice-less play and chargen rules using cards sans dice. But you know I love dice so it was, for the most part, just a futile foray into numbers crunching and card-flipping. One item did spring forth from my musings, and I wish to share with you a little something I've been fine-tuning these past weeks called w/o Walls.

I'll link up a few PDFs later if you care to dl them (and I can remember my mediafire account info), but in the meantime here is a copy/paste of the basics along with my own example using the template.

w/o WALLS
A card based dungeon system for your favorite RPG. w/o WALLS was originally designed for fast-play dungeon adventures. The goal was to allow an individual Ref the opportunity to exercise his or her creative freedom and ad-lib skills to improvise while entertaining players during a session of role-playing. The system may also be used for Ref-less gaming in a solo or cooperative set-up. The end result is a flexible, unique style of dungeon exploration.

w/o WALLS demands that participants accept the illogical lay-out of the fantastic underworld into which their characters have departed; as you shall see there is no method to return the way one has traveled, and there is no actual map. Turns are taken by the players drawing and revealing a single card at a time. The card drawn will determine what the adventuring group has found in the dungeon.

If you are planning on a traditional approach to dungeon crawling with you as the Ref, then prior to play, in as basic or involved a fashion as you desire, you will need to design the following items for your w/o WALLS dungeon level (or just wing it and ad-lib with zero prep):

[Card]: Item (Qty)

[2]: Single-target Traps (4)

[3]: Area of Effect Traps (4)

[4]: Tricks (4)

[5,6 of S,C,H]: Wandering Monsters (7)

[6 of D]: Fellow Delver(s) (1)

[7]: Empty Room (4)

[8,9 of S,C]: Rooms w/ Monsters (6)

[9 of H,D,10]: Rooms w/ Monsters & Treasure (6)

[J]: Level Exits (4)

[Q]: Secret Chambers (4)

[K]: Hidden Stashes (4)


How to play:
1. Shuffle one 52-card deck and place it face down. Designate an area near the deck for a discard pile.

2. Play begins on Dungeon Level One (or any level from which a returning character has taken a Magic Portal to Town in a previous expedition).

3. Take a Turn by drawing the top card and revealing it. Resolve that card before discarding it and drawing another.

4. Set drawn Aces aside. Aces may be used by players at a later time to escape/trump the last card drawn.

5. Once the drawn card has been resolved or trumped, discard it and any Ace used as a trump.

6. When and if the entire deck has been revealed, the characters must return to town and regroup while the dungeon replenishes itself.

7. If at any time the party ascends or descends to another dungeon level, or returns to town, shuffle all cards back into the deck.

Suggestions:
Tricks: One or more should lead to a lower level.

Empty Rooms: Or whatever you prefer. I allow limited hit point recuperation in these areas only.

Level Exits: Include Up, Down and Magic Portals to Town.

Secret Chambers: If the secret door is not found, treat as an Empty Room. Hide things like Fountains, Statues, Pools and Magic Portals to Town here.

Hidden Stashes: If the secreted treasure is not discovered treat as an Empty Room.

Suit Theme: In general, Spades are the worst and Diamonds the best for their respective categories.

Game Prep: Keep your notes simple, and create three or four levels at a time.

As a creative exercise, try to detail a full level of 48 cards in 30 minutes using the w/o WALLS Fill-in Template.


This latest version is simplified quite a bit, but fits onto one page. The previous version was two pages long and discussed the various play styles and possibilities. The original versions were just way too involved for something designed to be fueled by user input. I have play tested w/o Walls solo, with one player, and in a two player cooperative style. It works fairly well, and imho is more satisfactory that any of the random dice-driven auto dungeons I have seen in the past.

I would like some feedback and input from those who take the time to digest all of this.

The blank template is included as a PDF, as well as my initial example, which I'll copy/paste below:


w/o WALLS Fill-in Template

Dungeon: ECHO DARK
Level: ONE

Single target Traps
[2S]: Covered Pit. 10' deep. Slippery mud walls, bottom is quick-sand like mud.
[2C]: Trap-door Pit. 15' deep. Zombie waiting below.
[2H]: Transmogrification Beam. Turns target into a Giant Rabbit.
[2D]: Jabbing Spear Trap. Deals 1d6+1. A save of 1 equates to a lost eye.
Party Traps
[3S]: Deadly Fumes. Lose 1 CON each round over the next turn. Those under 1 CON perish.
[3C]: Spiked Gate Trap. Slams from wall for 2d6+2, save for 1d6.
[3H]: Volley of Mini-Darts. Struck by 1d6, save to 1. Each deals 1d2 damage.
[3D]: Evil-Eye Trap. Curses party members to fail their next three attacks or saves.
Tricks
[4S]: Utter-Dark Passage. Party lost. Reshuffle all cards back into deck and commence play.
[4C]: Swiveling Hallway. Deposits group one level down and resets. Deals 1d6 damage.
[4H]: Screw-Elevator. Forces group up one level and resets.
[4D]: Dimensional Hall. Returns group to Town. Does NOT count as a Magic Portal.
Wandering Monsters
[5S]: Anti-Cleric and Thugs (5). Here on business. Will pose as good guys.
[5C]: Evil Elf and Bandits (6). Here to recruit, extort or rob adventurers.
[5H]: Clean-up Crew. Grey Ooze (1) on the move quietly going about its duty.
[5D]: Zombies (5) rounding a corner, dragging a corpse back to their master.
[6S]: Skeletons (6) on patrol. Two w/ maces, two w/ spears, two w/ swords.
[6C]: Goblins (8) looking for a lost sack of door knockers. Armed with clubs and daggers.
[6H]: Giant Rats (7) searching for an easy meal. Will follow until forced away or they find food.
Wandering Monsters (Ally)
[6D]: Friendly Berserker (1). Leather armor, Sword and Spear. Looking to slay Goblins.
Empty Rooms
[7S]: Columned Empty Room. Graffiti scrawled in common: “Go seven, then four. Stop”.
[7C]: Cob-web choked Empty Room. A few old pieces of ruined and useless gear are in a corner.
[7H]: Ransacked Empty Room. Splintered bench conceals a sack filled with crude door knockers.
[7D]: A very Empty Room. Footprints of massive proportion seem to walk through the walls here.
Rooms w/ Monsters
[8S]: Granite Span. Manned by 12 Phalanx-Skeletons and a Wight Commander.
[8C]: Circular Catwalk. Skulking Man-eating Apes (3) attempt to attack with surprise.
[8H]: Shallow Pool. Grey Ooze (1) resting spot. Two empty chests rest in pool's center.
[8D]: Stepping Stones. Goblin Javelin-throwers (7) take pot shots at intruders and demand gold.
[9S]: Filthy Mess. Slime-covered Zombies (8) picking through the rubbish looking for brains.
[9C]: Collapsed Chamber. Giant Rat Nest (13). Each round 1d6-3 more arrive.
Rooms w/ Monsters & Treasure
[9H]: Black Shrine. The Zombie-Lord, his Acolytes (5) and Zombie slaves (9). 2,400 GP, 3 Magic.
[9D]: Smoke-filled Hall. Evil Elf Conspirators (4) plot the overthrow of Man. 1,800 GP, 2 Magic.
[10S]: Putrid Cave. Harpies (3) torturing caged captives on ledge above. 370 GP, 1 Magic.
[10C]: Smoldering Pit. Gargoyle (1) rises from mists. 220 Gold, 1 Magic.
[10H]: Flophouse. Drunken Zombie Pirates (12) guard casks of rum and a sea chest. 590 Gold.
[10D]: Stacked Barrels. Giant Cockroach (1) looking for a mate. 120 Gold.
Level Exits
[JS]: Steps Up and out of dungeon, or continue on this level.
[JC]: Steps Down to 2nd level, or continue on this level.
[JH]: Steps Down to 3rd level, or continue on this level.
[JD]: Shimmering Magic Portal to Town operated by Adventurers Guild, or continue on this level.
Secret Chambers
[QS]: The Fickle Fountain. Cures the sick, poisons the healthy.
[QC]: The Scholarly Statue. Asks questions, punishes those who do not answer.
[QH]: The Whispering Pool. Decipher to become fully healed.
[QD]: The Musty Tapestry. Unlock to form Magic Portal to Town.
Hidden Stashes
[KS]: Great heap of rubbish. Conceals sack: 190 GP.
[KC]: Fungus-filled dead end. Conceals panel: 320 GP.
[KH]: False Stairwell. Conceals cubbyhole: 380 GP, 1 Magic.
[KD]: Crumbling stucco. Loose floor stone hides sack: 490 GP, 2 Magic.

For example purposes I've added headers for the various card categories. These are not included in the template nor in the example PDF.

So there you have it. w/o Walls is, at the very least, fun to fill in using the template to see how quickly you can make a dungeon level. I went over my suggested 30 minutes because I was doing a lot of copy and paste while editing various items, but I think with a bit of practice and familiarity one could really crank out dungeon levels at blinding speed.

After I finished the example, I realized I'd truly enjoy making a map out of my ECHO DARK ONE example, but that is not the point of this project. Nevertheless I find that while I'm a huge fan of well-made, handcrafted maps, w/o Walls triggers something within me as a Referee that I find challenging and satisfying.

How's that for a return from absence update? Oh, by the way I am busy working on the updated Dismal Depths project from a new angle. Never fear it is one I am certain will cater to the expectations of those who have been asking for more updates and information on the Dismal Depths this past year. Here's to hoping I'll update again before the New Year.

~Sham, Quixotic Referee