Thursday, May 5, 2011

Experience and Accomplishments

As the anchor of the campaign, around which everything revolves, the dungeons of the Bleak Beyond will factor into the very rules which govern game play. Along with the various tables and conventions specifically designed to power the game sessions, one will find a game unto itself in what I hope to be a rather brief How to Play section. Just the nuts and bolts of a game, one which can be adopted or ignored in favor of one's preferred edition.

The How to Play section of the Bleak Beyond is not intended to be a clone of D&D. It is more or less a generic system which will cover such things as Dice, Hits, Combat, Armor, Saves, Tasks and Character Advancement. The mechanics that run behind the scenes of the game. Tasks have been covered using the 5+ guide in the Art of Delving. The other terms are fairly self-explanatory. Combat is distilled to a table-less formula, which was covered here and here a few years back.

A bit of a departure from the old school? Not in my mind. I just find the method more logical and simpler to implement. The true major departure from the accepted rules is found in the guide for Character Advancement. Here's where we find the dungeon itself influencing the rules.

The Bleak Beyond does not use a hard and fast advancement via experience points system. Since nearly all of the players' efforts will involve dangerous plunges into the underworld, the only set-in-stone method for gaining levels is by successfully looting manually placed Treasure Troves. Not your run of the mill loot stashes but rather those specific riches which are mentioned in Vol. III with the suggestion to “thoughtfully place several of the most important treasures” before dicing for random distribution. Here's the core of the approach:

Experience by Plundering

Characters gain one experience level whenever they are a member of an expedition which makes off with a Treasure Trove, by successfully returning with it to town, providing the loot was plundered from a dungeon level which is of equal or greater value than the character's own current level.

Yep. No experience points whatsoever.

There are restrictions to the experience by plundering system, however. Normal advancement halts at the top level of each tier, levels 3, 6 and 9. In order to unlock the subsequent tiers which begin with levels 4, 7 and 10, the character will be required to meet certain criteria based on successful exploration of the Bleak Beyond.

The dungeon rewards characters who accomplish certain goals. For humankind there are currently 13 such accomplishments, along with one race accomplishment for each non-human class which lifts their standard maximum level and allows further progress. Players must track the number of each specific accomplishment, along with the reward gained, on the back of their character sheet for future reference and to prevent possible double-dipping.

Refs might of course allow alternate methods of advancement. It is certainly not a game world in which the only method of advancing as a character is by gaining Bleak Beyond experience. This is simply how one does so within this particular dungeon. Exploring the wilderness of the Unbidden Lands holds its own rewards, after all (which will be explained in an upcoming post).

I may or may not add to this list in the future, and since none of this is quite set in stone there is no accompanying PDF this time. Here's what I've got so far.

Accomplishments / Rewards

1.Etch name on the Big Block of So and So's Fate / Unlock 4th Character Level
2.Shake the hand of Skellington in the Writhing Sepulchre / Unlock 7th Character Level
3.Obtain a Morkevagten Writ of Passage from the Citadel / Unlock 10th Character Level
4.Bring a Fallen Knight to justice / +1 Primary or Random
5.Oust the Mayor of Awfulville / +1 Primary or Random
6.Earn a Key to the Swallowed City / +1 Primary or Random
7.Release a Trapped Soul from the Chapel of the Jilted Bride / +1d6 Hits
8.Smuggle an intact Ubernana to the surface / +1d6 Hits
9.Ring the Gilded Bell of the Excommunicated / +1 Primary or Random
10.Awaken the Sleeping She-Paladin / +1d6 Hits
11.Lay the Evil Dude to rest in his Domain / +1d6 Hits
12.Learn Sham's Secret from Sham himself / +1 Ability of Choice
13.Visit the Four Corners of Balmorphiact / +1 Ability of Choice


Non-human Accomplishments / Rewards

The following non-human accomplishments remove the standard class level maximum for each respective race. They do not however supersede the advancement accomplishments required as detailed in numbers 1-3 above.

Enter the Supreme Citadel of the Morkevagten through the front door / Unlock Dwarf 7th
Survive an arena match in the Swallowed City / Unlock Elf FM 5th
Learn a new spell in the Palace of Ceaseless Extravagance / Unlock Elf MU 9th
Taste Chuckhole Hooch straight from a still in Chuckhole Hollow / Unlock Hobbit 5th
Bring home the head of a Nisse / Unlock Aelfar FM 7th
Take a nap in the Dens of Undesired Dream / Unlock Aelfar MU 7th
Pull one of Vrimnas's levers and live to tell the tale / Unlock Doende 7th
Perform guard duty at the Shrine of the Sleeping She-Paladin / Unlock Dvergar 7th
Bring home a real live Crumblebumian / Unlock Irkling 7th
Tithe at the Church of the Excommunicated / Unlock Troldekin FM 7th
Become irradiated on the Level w/ No Name / Unlock Troldekin MU 7th


Thoughts? Ideas? Suggestions?

~Sham

Thursday, April 28, 2011

The Art of Delving

Here's another bit of Bleak Beyond material that might be of interest to some of my readers. It's basically a Delver-as-Subclass system. In a megadungeon campaign such as this, with no Thief class, the responsibilities of safely and carefully navigating the underworld are shared by all capable adventurers. Why not allow these intrepid spelunkers the chance to hone their skills the more often they use them?

A few disclaimers before I copy and paste: I still tend to not simply reduce these acts to straightforward dice rolls. The 5+ roll is a baseline suggestion, one which should be modified based upon how the characters are attempting them, the prevailing circumstances, and the difficulty of the particular endeavor. As a matter of fact, I am going to edit the new doc and add these notes! Be right back...

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The Art of Delving

A general purpose d6 roll is used for determining success or failure when undertaking various mundane tasks in the game. Refs can adjust the target 5 as needed, increasing it to 6 or lowering it to 4 or less as the game demands.

Note: It is suggested that Refs avoid simply reducing these acts to straightforward dice rolls. Encourage player reasoning and input, and reward or penalize them accordingly. The 5+ roll is a baseline suggestion, one which should be modified depending upon how the characters are attempting them, the prevailing circumstances, and the difficulty of the particular endeavor.

The 5+ Rule:
Roll 1d6
1: Absolute Failure
2-4: Failure
5: Success
6: Success and roll again. With a result of 6 on the roll again, the character denotes one pip above the relevant task.

Improving with Experience: When six such pips are earned the character gains a permanent +1 on all 5+ checks with that particular task. No further bonuses may be gained in this manner for that particular task. See Master Delver, below.

Ability Score Adjustment: Characters with a 15 or higher in the relevant Ability Score add 1 on their 5+ roll. Those with a 6 or lower subtract 1.

Race Adjustment: Characters of varying race will either add 1 or subtract 1 on their 5+ roll.

Core Tasks: Tasks which any character may undertake during the game.
Disarm Trap: Apply STR or DEX, determined by type.
Eavesdrop: Humankind -1.
Find Secret Door: Elf and Aelfar +1.
Find Trap: Dwarf and Dvergar +1.
Open Door: Apply STR. Hobbit, Doende and Irkling -1.
Unlock: Apply DEX.
Sneak: Hobbit and Doende +1.

Bonus Tasks: Bonus Tasks can be raised as well with the accumulation of pips, but may not be selected as a Master Delver's specialty.
Sense Direction: Irkling only.
Sense Secret Door: Elf and Aelfar only.
Sense Trap: Dwarf and Dvergar only.

Master Delver: Once a character has gained a +1 bonus to the first six Core Tasks (all except Sneak) through the accumulation of pips, he or she can claim the title of Master Delver. At that time the player shall select one, and only one Core Task with which he or she shall receive a further bonus of 1 on all 5+ rolls in that endeavor. For example, it is possible for a Dwarf to become a Master Delver with a Find Trap specialty, gaining a bonus of +3 on all 5+ rolls for that task.

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And there you have it. There's a PDF for dl in SHAM'S OD&D STUFF, or just copy, paste and edit for your own game. As with much of the Bleak Beyond material, some light editing will make it usable in any campaign.

~Sham



Friday, April 22, 2011

Lost Heroes

If we operate under the assumption that the underworld, or specifically your campaign's megadungeon, has been attracting adventurers for a lengthy period of time, it is not a stretch of the imagination to realize that there are more than likely going to be a number of delvers assumed dead that are in fact trapped in limbo in the dark confines below.

In your standard campaign such a form of stasis could occur through your run of the mill flesh to stone attack. Characters with a CON of 13 or more will automatically survive such an ordeal, and are quite literally waiting for the right Magic User to come along and rescue them. In the Bleak Beyond other such means of imprisonment include being turned to glass, turned to a scarecrow, time-locked, frozen solid and gem-prisoned.

Any unfortunate character missing his save against such a threat must make a survival roll based on his or her CON score. Those succeeding are still often “lost to the underworld” even though they are not quite dead yet. Thus the Bleak Beyond includes a category of magic items called Lost Heroes. Perhaps the most potent of all magic items in my dungeon as of this writing since I have yet to flesh out any relics or artifacts, these Lost Heroes will pledge loyalty and serve their rescuers for a time and could even become player characters as the campaign unfolds.

Although you might not handle flesh to stone in the same fashion, the concept of Lost Heroes as magic items can still be used in your games by adding a few new features to your dungeon.

This is an example of the many Bleak Beyond tidbits I plan to assemble and include in the final megadungeon project. Along with the PDF's I've shared this year; Monster Business, Random Monster Tables, d6 Dungeon Rooms, 100 NPC Types and Dungeon Treasure Maps (I have a BB-centric version), these supplemental pieces will eventually work together to form the framework upon which the megadungeon will operate.

The d00 Stairways table was one I planned to rework and include, BUT I've come to the design decision that I will henceforth be treating stairways as rooms unto themselves, in other words each will be numbered and keyed. Duh. That's something I should have been doing all along. Something so obvious!

So while this particular document is Bleak Beyond material and written as such, you still might get some use or inspiration out of it. You will find it in the expanding SHAM'S OD&D STUFF section to the right.

Here's a copy and paste of the 24 known Lost Heroes in case you don't wanna down load the PDF.

Lost Heroes of the Bleak Beyond
Roll d24 if you want a random Lost Hero (d12+d6, odd on d6 add 0 to the d12, even on d6 add 12). Lost Heroes are never found on a dungeon level with a value less than their experience level.

1. Wigwaite FM 4, Male, L, S: 15, C: 16, Spear +1. Turned to Stone.
2. Dianedrio Elf FM 4, Male, L, S: 15, C: 13, Displacer Cloak. Morphed to Scarecrow.
3. Big Sal Hobbit 4, Male, S: 14, C: 15, Plate +1. Gem-Prisoned.
4. Cheburov Dvergar 4, Male, N, S: 17, C: 14, Sword +1. Turned to Stone.
5. Tillanaith FM 5, Female, N, S: 14, C: 13, Magic Bow. Time-Locked.
6. Hibu Dae MU 5, Male, N, I: 15, C: 14, Wand of Cold. Morphed to Scarecrow.
7. Janolare C 5, Female, L, W: 17, C: 13, Staff of Healing. Turned to Stone.
8. Thump LeBump Dwarf 5, Male, L, S: 13, C: 17, Axe +1. Turned to Stone.
9. Fendryal Aelfar MU 5, Male, N, I: 14, C: 13, Wand of Paralization. Time-Locked.
10. Glipnart Doende 5, Female, N, S: 14, C: 15, Ring of Protection. Turned to Glass.
11. Kippy Bitz Irkling 5, Male, N, W: 16, C: 14, Snake Staff. Gem-Prisoned.
12. Kimbobol Dwarf 6, Female, L, S: 16, C: 14, War Hammer +1. Gem-Prisoned.
13. Oxblatt Dwarf 6, Male, L, S: 14, C: 15, Ring of Protection. Time-Locked.
14. Kucharel Aelfar FM 6, Female, N, S: 16, C: 13, Spear +2. Frozen Solid.
15. Haxlo Dvergar 6, Male, N, S: 16, C: 17, Mace +2. Morphed to Scarecrow.
16. Rugmeister Doende 6, Male, N, S: 13, C: 16, Elven Cloak and Boots. Frozen Solid.
17. Qonklakoo Irkling 6, Female, N, W: 15, C: 16, Staff of Withering. Turned to Stone.
18. Wheelhouse Witt FM 7, Male, L, S: 13, C: 15, Sword +2. Frozen Solid.
19. Timarina MU 7, Female, L, I: 16, C: 13, Ring of Invisibility. Turned to Glass.
20. Sticky Nobs C 8, Male, L, W: 16, C: 14, Mace +2. Morphed to Scarecrow.
21. Binblaith Elf MU 8, Female, L, I: 14, C: 13, Wand of Fear. Turned to Glass.
22. Zinzaa FM 9, Female, L, S: 16, C: 14, War Hammer +2. Gem-Prisoned.
23. Legendary Ralph MU 10, Male, L, I: 17, C: 15, Staff of Power. Time-Locked.
24. Sister Tilda C 10, Female, L, W: 16, C: 15, Staff of Striking. Frozen Solid.

And with this post I have officially surpassed my 2010 total number of posts! I can't believe I have any followers at all with just 29 posts in the past 16 months. I love you guys, man.

~Sham