Sunday, July 26, 2020

Make Dunmoevin Great Again!

Podcast Name: The World of Arkonis
Where I Listened: Google Play Podcasts
Where It's Available: RollHighOrDie.com
System:AD&D 1e*
Leather

Thoughts and Review

World of Arkonis is a beer-and-pretzels romp through the home campaign world of Vince "Evil DM" Florio starring a semi-rotating cast of mostly regular characters (and their respective players). Having grown into AD&D from its roots in 5th Edition, it is high magic, high action, and plot driven - a fun listen and an exquisite unexpurgated representation of how home games tend to feel.

Full Disclosure

As evidenced by the episode reference in the post title, this review is written having listened to season 2 (episode 24 through episode 42) - the season in which the game shifted from 5e to AD&D as its system of preference. The decision was not intended to slight the older episodes nor to disparage the system or its proponents - it's just not my cup of tea, so I was curious about the AD&D content more so than 5e. Presumably, if you've found your way to this blog - I likewise figure it's probable it's not your cup of tea either.

Additionally, I've never played AD&D - my first exposure to D&D was in the 2e era, followed up by a primarily B/X OSR experience - so the reader is advised to take with a grain of salt my position on the portrayal of how the rules work in the World of Arkonis podcast. I had started to peruse old rulebooks to try to improve that position (thereby reducing the salt shortage) - however finding that I had an abundance of thoughts to put down already, I did not want to unnecessarily elongate this review.

What I Like

The first thing that stands out about the World of Arkonis is the professional production quality. Sound effects are non-intrusive, voices of players are easy to understand, and the volume of all elements seems equalized - so players rarely are different in terms of how easy it is to hear and understand them and music or theme elements mesh cleanly (read: don't blow your ears out) when they transition in. Though it is common for streams and live casts - which, as of season 3, I believe World of Arkonis is live, streamed on Twitch - to have audio issues, this podcast does not - something that I really appreciated from episode to episode.

Like I mentioned above, the main drive of the game is the resolution of story arcs: the characters get to know and remember NPCs, the characters engage with and understand the lore, and there is ample opportunity for in-character role play and discussion. Because of this emphasis on interactions - something that old school games tend to omit mechanics for in favor of player injection - there is a healthy mix of mechanical exposé and theater. That is, the podcast has elements where you learn how to play and observe how the GM adjudicates in-game activities (spell effects, combat resolutions, explanations for game terms to the players, etc.) - but it's wrapped in a role-play sandwich: although I listen to hear the game, many people listen to hear a story, and the flow here described provides a mechanism for both that is sufficient to keep either type of listener engaged.

What I'm Impartial About

The 5e roots of the game show through in a handful of ways that someone migrating from a new school game to an old school game might notice and greet with enthusiasm. Namely, the characters have routine access to magic via the gold economy: the literal phrase "ye olde magic shoppe" is used on occasion - though it is not the name of said magic shop. This cheapens some of the magic - hit points are less of a resource to be tracked if healing potions are a dime a dozen - and as such, serves to undermine resource management. That said - why am I impartial? Because high magic does not necessarily a non-OSR game make - and if you and your table enjoy a high magic setting, it's not going to break the world in order to have more magic available: especially if you move into domain play or other expensive coin sinks - consumption of magic becomes a longer term management of resources game. I personally would not do it in my home game - but I don't think doing it disqualifies a game or system from implementing an old school play style.

In addition, the characters have some at-will powers which are unique to them. This likewise increases access to magic - however is regulated: it is limited, for the most part, and does not allow the character to become overpowered. AD&D does have a system of cantrips - that is, weak spells that can be memorized en masse in exchange for expending a higher spell slot - however it is unclear to me, listening to the podcast, if this rule is used. Even so, the OSR spirit is rulings over rules: if a character has a unique power to them, balanced by the GM and appropriate to the character's idiom, there's again nothing wrong with it - it is something I have done in home games, though it's not something I do expressly or as a rule.

Lastly, banter.

A part of any table is banter - pop culture references, out-of-character jokes, and the like have permeated every table I've ever been at: the table at World of Arkonisis no exception. The banter and at-table humor makes up roughly half of the enjoyment value for the podcast - and, for a new GM, it's a good foreknowledge to have (or forewarning, depending on your players) that it's a natural part of the experience. Why impartial? Because at the same time, it can distract from the meat of the actual-play: on a couple occasions, I found myself skipping forward a bit to get past the locker room humor and back into the episode.

What I Don't Like

Character voices. This is a personal thing for me - so if you don't mind, or do enjoy, voice acting at your table or in your podcasts, you can strike this one off: but for me, the use of voices distracts from the main game. Arguably, using voices is a good way to delineate in-character from out-of-character conversation: but at the same time, word on the street was when Gary ran, all conversation that wasn't express questions to the GM were in-character.

Lastly, 5e relics. I know I mentioned it already as an indifferent element - but I wanted to include them here because, although mostly they do not detriment the entertainment value of the podcast, they do introduce some new-school elements that affect the value of using this podcast as a learning tool for new or new-to-OSR GMs. Players - early on, more so, but admittedly, they learn to role-play it by the end of the season - are bad about trying to roll to do things: that is, they may say, "I check for traps!" and then you hear dice fall: as opposed to the more common OSR sentiment that you are better off to interact with the environment and, if a roll is necessary, the GM will call for it. Similarly, as a byproduct of the story-driven (or, really, mystery-solving) nature of the podcast, there is not a lot of dungeon delving going on. Again, this is not a detriment to the entertainment value of the podcast - really, having a plot arc to follow is beneficial, from the perspective of telling a story - the nature of old school gaming tends towards exploration, tends towards delving and coming out with gold. Knowing that, again, this aspect of the show reduces the value of the podcast as a teaching tool for new or new-to-OSR GMs.

In Conclusion

I like World of Arkonis. It has been added to my listen-to list, I write as I am rolling forward into season 3. It incorporates elements from newer editions and newer-style games which distract the listener from it's AD&D roots, and by its design - it is not intended as an exposé of rules, but more so an avenue towards sharing the experience and story from its table with the listener - however, for that reason it is a good entertainment cast - it is a good distraction for if you're listening to something on the elliptical and it's good background for something in the earbuds to prevent people from talking to you at work. For those reasons, I rate it Leather.

Roll high, guys!

Sunday, July 19, 2020

Random Encounters: Indigo River Northern Forests

The forests north of the Indigo River range from palms swaying in the salty breeze closer to the ocean to walls of oak trees picketed by bayonet plants and elephant's ears. However - north of the river - there is a malice lurking under the sandy topsoil, seeped in from tragedy past.

Wandering Monsters in the North Indigo River Basin

Rainforest, Émile Bayard
Rolling Encounters

In the forests north of the Indigo River, there is a 1-in-6 chance of an encounter roughly every four hours. When an encounter is rolled, determine vaguely which hour during that period by rolling 1d4. To determine the type of encounter, roll two dice:
  • During the day, the die rolled should be six sided: a d6.
    • If the hex is "heavy" foliage, roll three dice: dropping the lowest.
  • During the night, the die rolled should be eight sided: a d8.
    • If the moon is new, roll three dice: dropping the lowest.
    • If the moon is full, roll three dice: dropping the highest.
Unlike the salt marsh, there is no difference between high and low tide - the water does not rise this far upland. Whatever number is rolled, consult the encounter table below based on biome.

Encounter Table

Most encounters are routine. Some encounters, denoted as Special, reference the Special Encounters section below.

RollJunglesWetland JunglesForestsWetland ForestsScrubland
2Bonesnapper (FF 15)Cifal (FF 19)Caterwaul (FF 18)Cifal (FF 19)Bullywugs (FF 16)
3Giant Toad (X 40)Algoids (FF 11)Carbuncle (FF 17)Babbler (FF 13)Al-mi’Raj (FF 11)
4Bullywugs (FF 16)Trolls (X 41)Bullywugs (FF 16)Trolls (X 41)Clubnek (FF 19)
5Party (X 37)Bullywugs (FF 16)Brigands (X 35)Bullywugs (FF 16)Osquip (FF 70)
6Pit Viper (B 42)Lizard (B 38)Boar (B 31)Lizard (B 38)Brigands (X 35)
7Lizard (B 38)Pit Viper (B 42)Panther (B 32)Pit Viper (B 42)Party (X 37)
8Panther (B 32)Giant Toad (X 40)Lizard (B 38)Panther (B 32)Pit Viper (B 42)
9Crocodile* (X 29)Crocodile* (X 29)Party (X 37)Crocodile* (X 29)Spider, Tarantella (B 41)
10Giant Bat (FF 14)Giant Crab (MM 15)Giant Bat (FF 14)Dragonfish (FF 30)Merchants (X 36)
11Poltergeist (FF 73)Poltergeist (FF 73)Poltergeist (FF 73)Poltergeist (FF 73)Poltergeist (FF 73)
12Skeleton (B 42)Zombie (B 44)Skeleton (B 42)Zombie (B 44)Skeleton (B 42)
13Zombie (B 44)Relentless DeadZombie (B 44)Relentless DeadZombie (B 44)
14Fear DrinkerHuecuva (FF 51)Fear DrinkerHuecuva (FF 51)Phantasmic Seeker
15Splintered DeadPhantasmic SeekerSon of Kyuss (FF 83)Phantasmic SeekerNecrophidius (FF 67)
16Phantasmic SeekerWight (B 44)Phantasmic SeekerWight (B 44)Fear Drinker
    *Roll for size:
1-in-6: Giant 2-in-6: Large 3-in-6: Standard

Special Encounters

Relentless Dead

The source of corruption under the Watchtower is ever-pulsing: even still after decades of lying buried. Those settlers initially corrupted when the storm caused this energy to spill out from the crypt it was building in were bound to it - as were some of the hapless adventurers caught in its sway. These relentless dead roam the countryside at night, the only time the strength of the corruption is enough to empower them further from the source. When struck down, these creatures rise again to continue their unknowable mission.

Stats as Coffer Corpse, per Feind Folio (p. 11).

Fear Drinker

Negative energy breeds negative energy - and the corruption beneath the Watchtower is attracting malevolent entities. When this result is rolled, a Trilloch, per Fiend Folio (p. 89), is attracted to the party. It will follow them silently, attempting to remain unnoticed, poisoning their thoughts and mood, attempting to draw them to violence.

Splintered Dead

Flora grown from the graves of the first settlers. Groans in tones that sound like an archaic version of the common tongue. Stats as Needleman, per Fiend Folio (p. 67).

Phantasmic Seeker

A human form, wandering the flora, encountered at a moderate distance. It will be calling out, afflicted by something lost:

1d6Result
1The seeker is human, looking for its spouse. It will beseech the party for help:
  • If the party does not help the seeker, it will enrage and attack.
  • If the party helps the seeker, it will search for 2d4 hours uneventfully: at the end of this period, it will grow frustrated - blaming the party - and attack.
2-3 The seeker is a child, lost and looking for its family and home. The home is the Watchtower, but the family is long dead.
  •  If the party helps the seeker, it will know the way - mostly - back to the Watchtower: curious, in that it was asking for help to find it - but upon arrival will suffer a breakdown, transforming into a more horrific form and attacking. 
  • If the party does not help the seeker, or attempts to explain the situation to it, it will weep openly - but then disappear into the brush, wandering ever still.
4-5 The seeker is a parent, looking for a child, lost in the woods following a storm. The child is long dead - but the seeker beseeches them for help:
  • If the party helps, there is a 1-in-6 chance over the course of two hours that they will find the child's bones. If this occurs, the seeker screams, pained, and disintigrates - leaving behind a large locket with a picture in it of the family to whom it belongs: if sold, this locket is worth 100 gold pieces. The seeker will continue seeking for 2d4 hours: if the bones are not found during this time, it vanishes, disintegrating unceremoniously into the air.
  • If the party does not help, the seeker transforms and attacks. A seeker defeated in this context will not leave behind aforementioned locket.
Generous GMs are encouraged to roleplay tertiary outcomes.
6 The seeker is an animal - a hunting dog - seeking its master. On a neutral or better reaction roll, the seeker will be friendly - attempting to lead the party to the Watchtower. While following behind the seeker's lead, no other random encounters or wandering monsters will occur to the party.

Stats as Astral Searcher, per the Fiend Folio (p. 13), excepting it is undead.

Public domain artwork respectfully pilfered from OldBookIllustrations.com on or about 7/16/2020. 
Attributions to piece and artist in alt text.

Sunday, July 12, 2020

Snapping Turtle Cult

Scale: 10 ft.
Click here for a PDF version of this adventure!

Level 1

1-A: Mouth

This space is open to the entry area to the north. It appears as the beak of a snapping turtle protruding from natural rock wall.

The door at the south wall has no obvious hinge - but has a low-relief of the night sky carved into it. If the players touch the stars, they glow a white-blue for a few seconds. A savvy character will recognize several constellations. To open the door, a character must trace the stars of the constellation Mul-a-Ul: the turtle (modern: Cancer). If a character traces Urgulu, the Lion (modern: Leo), instead, they receive an electrical shock dealing 1d8 damage; a generous DM may allow a save for half.

Due to a mystical association within the firmament, there is a bug in the magic which may help the players:
  • If a character traces Mul-Kun, the Tails (modern: Pisces) or Mul-Giserin, the Scales (modern: Libra), the stars of Mul-a-Ul will flash faintly.
  • If a character traces Guannna, the Bull of Heaven (modern: Taurus, as well as a star or two from the Hyades cluster) or Mul-Pabil, the Overseer (modern: Sagittarius), they will feel a buzzing sensation and their small hairs will stand on end for a few seconds to no ill effect.

1-B: Causeway

The north half of the causeway - as indicated with a dotted line - is open to the second level below. The areas in darker blue are rooftops - they are not well made, but they are also not shoddy - they will not collapse from the weight of someone climbing on them, but heavier climbers may make more noise. They are angled, with vents along the seams for smoke. There is a 5 foot drop from the causeway to the rooftops. On the east side, there is an opening allowing drop-in to 2-I.

The south half of the causeway is an arrow trap. Any character activating one of several touch plates along its length causes a volley of crossbow fire to emit from slits in the walls to Ii and Iii. Save versus Dragon's Breath or take 2d6 damage.

1-C: Upper Level

To the south, a spiral stair leading down. To the east, a railing overlooking an open area to 2-B.

The lighter blue is solid stone floor; 15 foot drop. The darker blue is thick curtains: 5 foot drop to the western extent, angled up and affixed to the wall 10 feet above the ground level of 1-C's platform.

Effigy of Mot
AC:4
Hit Dice:2+2
Move:90' (30')
Attacks:1 bite,
1d8 damage
Save As:Fighter 2
Morale:12

1-D: Foyer

A statue of a snapping turtle, meticulously crafted, sits on a pedestal. Also on the pedestal are two rubies (75 gp each) and an emerald (120 gp).

If the party takes one or more of the gems, the statue animates and attacks.

1-E: Conference

A large table occupies this space. Maps of the local terrain are pinned to the east wall; maps of the firmament at each of the four seasons are pinned to the west wall. A small brazier enchanted to emit Continual Light (B17) - 200 coins in weight - is set at either head of the table.

1-F: Study

The secret door can be locked from the inside, preventing all entrance - as there is no mechanism from 1-E to interact with the bolt. Inside, a scrying desk with a mirror, a bowl of quicksilver, and a cup of sand. Inside the desk is a spellbook containing 1d4 randomly determined first level MU spells and 1d3 randomly determined second level MU spells, as well as to coin purses with 400 silver pieces each.

1-G: Kitchen

On the east wall, a hearth and cooking gear. On the west and south walls, dry storage. 20 days of rations can be salvaged by enterprising characters. In the center of the room, a 10 foot long, 2 foot deep, 5 foot wide pit runs north to south. There are ashes in the bottom - if a character sifts through them, they find bone - both animal and human.

1-H: West Walkway

Walkway with railing open to level 2.
  • The lightest blue is 15 feet down.
  • The middle blue is 5 feet down at its eastern extent; but attached to the western wall of the chamber above, 10 feet above the floor of 1-H.
  • The dark blue is also 5 feet below the floor of 1-H - rooftop for the under-buildings.

1-Iii & Iii: Trap Maintenance

Two rooms from which the trap in 1-B can be disabled. Both must be set in order for the trap to be wholly disabled. Accessible via a small opening: too small for a character with a shield or in heavy armor to enter; but easy for a Halfling. Inside is the trap mechanism and in each, there is a crate of ammunition - 100 crossbow bolts in Ii; 120 crossbow bolts in Iii.

Level 2

2-A: Stairwell

Spiral stairwell leading up. A stone column to the south that appears to hold the supporting platform.

The secret door is stone, flush with the wall - but there appears to be some fluid puddling on the other side, as it is leaking underneath. If the characters push on all four corners at once, the door will slide, opening to 2-G.

When open, it will automatically close if not propped open, trapping whomever is inside.

2-B: Sanctuary

East and west walls are thick curtains, denoted by dotted lines. Six stone columns hold up the platform containing Level 1. On the south wall is an altar. At the time of the party's arrival, there is a human sacrifice going on: a Chaotic Priest (Cleric 3) is flanked by two Adepts (Cleric 2), who hold a struggling victim. A dozen (12) Acolytes (Cleric 1) are looking on from the main area, chanting. All are wearing robes - armor as cloth only. If the ceremony is allowed to proceed, the Chaotic Priest's head and upper torso transforms into the head and shoulder-area of a snapping turtle, at which point, he will bite the head of the victim, his jaw extending such that it takes off the full head as well as a chunk of chest down to the sternum. At this point, all lights in the dungeon burn deep red for 1d4 rounds: during which time the cultists are silent. At the end of the redness, the Chaotic Priest speaks the language of Chaos briefly before retreating to room D; the acolytes then disperse.

2-C: West Hallway

Barren hallway; behind the curtain. Door on the south wall is locked.

2-D: Meditation Chamber

On the south wall are several inlaid cubbies with idols of chaos in them - as Holy Symbol. On the floor are kneeling pads lined with electrum: it is difficult to remove.

2-E: East Hallway

Shelving on the northern side of the wall; contain cult robes, mostly, and three suits of leather armor, two bows, and three quivers of 20 arrows each. Nearer to the south are three barrels - one water, two whiskey. Additionally, there is a rack with six two-handed hammers. Sconces for torches every 15 feet along the wall.

2-F: Trove

The secret door is stone, flush with the wall. There is a sconce at the corner; if a torch is placed in it, lit, and turned upside down, the door unlocks and can be pushed open: one hand on each of four corners.

Inside are two chests containing 1,000 gold pieces each; a lockbox with poison needle trap containing six gemstones, 150 gp each, and an emerald broach valued at 300 gold pieces on its own, but enchanted such that any Chaotic character wearing it can breathe under water, can see in murk or in dense fog out to 60 feet, and gains a +2 bonus to saves versus poison. However, when worn, the character's skin becomes cool and scaly and their eyes go all-black. A Neutral character who dons the broach gains a +1 bonus to saves versus poison and can see in murk or dense fog out to 20 feet; a Lawful character gains no benefit and must save versus poison or be affected by violent nausea for 1d4 turns.

2-G: Captivity Chamber

Iron bars with no door separate the south end of this room from the north. Inside is a pile of wet straw to the east and a pool of unidentified low-viscosity refuse in the south-west corner. The walls of this enclosure are tiled.

The secret door can be opened from 2-A, but cannot be pulled open from 2-G. As indicated in the 2-A entry, it slides open into 2-G but if not propped or pinned open, will close on its own.

2-H: Inner Sanctum

Sconces line the walls; on the east wall, a statue of a snapping turtle flanked by three goblets (10 gp each) filled with 300 gp, a necklace worth 100 gp, and three small cut gemstones (50 gp each) on the north side and an electrum saucer (20 gp) with burial spices in it (50 gp value), and a signet ring which doubles as a spark-maker: functioning as flint and steel (valued at 20 gp). If any of the treasure is disturbed, the statue animates and attacks.

2-I: Chamber of Violence

A drain in the floor in the center of the room is flanked by four thick columns - affixed to each is a chain and shackle. Instruments of torture are stored on a simple, splintering wooden table in the western part of the room.

The ceiling above the drain is open to the larger cavern. There is evidence of both blood staining and of fire burning on both the floor and the columns, themselves.

2-J: Captive Storage

This room has no sconces or braziers - and otherwise will be in complete darkness. On the walls there are chains with manacles. In the south-east corner, there is a drain in the floor that emits a moderately foul smell.

There is a 50% chance of 1d4 occupants being held hostage.

2-K: Bunkhouse

Bunks crowd this room, the dormitory for the cultists. Among the personal possessions of the cultists can be found 1d12x100 silver pieces, total, as well as a fancy inkpen and well (20 gp), a Janbiya dagger (as dagger - double gold piece value, +1 to hit in melee; -1 to hit if thrown), and two sets of nobleman's fashionable clothing. The door to 2-L is locked with two locks.


2-L: Master's Chamber

A large, luxurious bed is in this room. Chains and manacles on the south wall - 30% chance of a captive having been bound there. A suit of +1 Plate armor hangs on an armor rack, as well as a two-handed hammer. There is an open lockbox - literally open, not just unlocked, containing 1,200 electrum pieces, four emeralds (100 gp each), and a set of expensive and quality cutlery (50 gp value).

The secret door is hidden behind the headboard of the bed.

2-M: Fleeing Chamber

A narrow hall; the secret door to 2-L is obvious from this side; the door to 2-N is locked.

2-N: Emergency Exit

Narrow tunnel, roughly 150 yards long and downward, emerges to the outside world under an overhang. The door to 2-M, from this side, is trapped - a contact poison is on the handle, save or take 2d8 Constitution damage: reduction to 0 or below results in death. Constitution heals from this poison at a rate of 2 points per day of rest.

Sunday, July 5, 2020

PDF Versions!

Knowing not everyone has access to the internet 24/7, I've taken some time to copy the maps and adventures from this blog into PDF format. As mentioned last week, each of the posts to which a PDF corresponds have been updated to include a link for folks who either stumble onto the post or otherwise find themselves browsing and want to grab a file. Provided below is a collection of links to each of those posts and to each of their corresponding PDFs, for quick reference, as of 7/5/2020.

Please let me know if you have any issues grabbing the files.

Map or Adventure PDF Link
New Year, New Map PDF!
Bull Temple PDF!
Floundered Cog PDF!
Creepy Wizard's Basement PDF!
Sunday Slog PDF!
Tomb of Tunnels PDF!
Mid-Level Lair PDF!
Crypt in a Cave PDF!
Mystic Ruin PDF!

Dungeon on, Wayne!

The Night Land

 N-Spiration: The Night Land "[I]t is yet one of the most potent pieces of macabre imagination ever written. The picture of a n...