Showing posts with label resources. Show all posts
Showing posts with label resources. Show all posts

Saturday, February 3, 2024

Meet GREG

 Meet GREG: the Guided Random Encounter Generator.

GREG is a project I started in 2020 but kicked back into gear last spring with a friend designed to do two things: to keep up to speed on the changes in a web framework I wasn't getting to use enough at work to remain competitive on my resume with but also to provide an avenue to generate random encounters, dungeons, and lairs using data provided, configured, or provided by the user.

Got custom monsters? Got a custom encounter list - or modified treasure types for your home game? In the past, having all of the above, I had never been able to do it automatically. And friends - I have friends who have made tools like this customized to do exactly this: but it's always hard coded - so when something changes, they go back into the java script... or the python... or the whatever the framework of the week was to make those changes, hoping the thing stays together. So - not having that resource, or not knowing about it at the time - this was my way to try to create an easy-to-use, easy-to-configure, will-always-work local or hosted mechanism to do exactly that.

Like I mentioned, I had been working on it last spring - and I had some folks testing it with me last summer. And I was using it to help generate Ash Coast dungeon restocking quickly! But knowing that, there are a few problems currently with it. As of this writing:

  • There is an issue with some of the "men" entries - Berserkers, in particular, will not generate super-normals (heroes, superheroes) as they should based on the size of the group: data issue.
  • It claims it supports B/X - technically, it only supports B: again, data issue.
  • Some accompanying units - evil Wizards for Bandits, etc. - may generate too frequently: that is, I did not code flexibly enough to handle some of OD&D's unique randomization rules.
  • There is literally nothing in terms of a "help" button or user manual.

I do have deviations or issues documented in GitHub - and folks who are savvy enough to care about GitHub will likely be able to find the source - as of this writing, it's public, as I had originally intended to open-source the code before realizing I was going to be entirely too painful to work with as a repo owner (I wouldn't subject you, kind readers, to me in that regard!) - and I do intend to take this back up and keep working on the fixes, changes, and updates necessary to address them.

So keep an eye out - try it out: see how it handles, if you're interested - and I will make a point to post updates to the blog (and a permalink, for folks interested, to the app from the blog) when fixes or improvements are applied.

Delve on, readers! Thank you for reading.

Saturday, January 6, 2024

0e Reference Sheets

Happy New Year, readers! And as a New Year's present for you, I figured I could share a ready-ref folio I'd been working on to supplement my LBB+Chainmail gaming experience. Link related below:

Desperate Curses; John Tenniel
LBB & Chainmail Reference Folio

As you might note from the file name - this was originally intended to be a DM screen. The idea that I had - and the end goal of the folio - is to fit into a spiral-type apparatus: where you might be able to put them, page by page, into three or four panels of spiral-ready screen holder, such that the relevant sections of each area of play would be covered on adjacent panels: if your party was in the dungeon, you'd pop out the dungeoneering and combat panels; if your party was in the wilderness, you'd pop out the hexploration and mass battle pages; and so on. Something like this:

Currently artless - you'll note that right away - but once I'm happy with the colocation of rules and have gotten the order figured out to make the flippy-screen idea work, it might be cool likewise to have other-side artwork that equally corresponds to tone: so, say, if you have the fantasy combat rules up on your side, the player facing side would have an epic Gandalf-V-Balrog type picture: or if you have the generic equipment and "town" panel up, it would have the marketplace of Zamora. But we'll see when we get there.

As for content, it's got reference pages for combat, exploration, and mass battles - including naval or aerial engagements - as defined in the LBB rules or as extrapolated on in my pet project, Ode to '74. It does have a very Chainmail flavor - the alternative combat system is not present - however outside that, it can be useful playing any 0e or 0e-adjacent game. 

See something missing? Let me know! And happy delving!

Saturday, November 11, 2023

Dungeon Doors on 3d8

TL;DR

For usability purposes, a summation of the beyond is provided here succinctly. For each door - roll three 8-sided dice, one for each column in the chart as follows, to randomly determine mechanical characteristics of the door, with something special happening on the extremes:

d8 State Concealment Protection
1 Locked Hidden
Trapped
2 Stuck Not Concealed Unprotected
3-6 Closed
7 Stuck
8 Ajar! Secret Trick!

For a more detailed explanation of the above, read on!

Dungeon Doors on 3d8

St. Mary Redcliffe - Windows and Doors; George Shepherd

Procedures exist in every edition of the game and every respectable clone or inspired system to assist in the placement of traps, treasure, and monsters - as well as intriguing room and map elements to both help in making dungeons come to life for the table and also to create in a randomized manner: allowing for unique and undreamed, unpremeditated adventures and ease of cognitive burden on the running referee. Among these tools are countless special room generators, special monster customization, and dressing tables to make the corridors and chambers breathe... but lacking among these tools - by comparative dearth to abundance - the exploration of the simple door. 

Doors are essential to the dungeon experience - providing barriers, choke points, intrigue, or entry and egress to and from dungeon rooms: but surprisingly little thought goes into them. Some generators will color them for you - tell you the make, model, and defining characteristics; some generators will tell you how many to place or what's on the other side - but generally, the system assumes that locks, traps, and so on will be at the discretion of the referee: peripheral to the story being told by the floor-plan rather than a driving factor herein.

So - in an effort to help contribute to that emergent dungeon building: to allow the doors to help explain the construction rather than to be tacked onto it - I wanted to share a mechanism to make doors interesting: dungeon doors on 3d8.

Procedure

For each door - placed or generated using other mapping mechanisms - roll 3d8: each to determine or inform a quality of the door, divided between the doors State, Concealment, and Protection.

State

The State of a door is a representation of how it will pose a challenge (or not) to the party based on its present nature. It's somewhat of an abstract term - but the meaning becomes clear, considering the options for results in the table:

  • Locked: The door is locked and must be opened - either by the wiles of a Thief or with a key.
     
  • Stuck: The door - swollen with moisture, hindered by rust, or perhaps possessed of an inanimate malevolence imbued by the mythic underworld, seeking to expel the party as an immune system for the dungeon - does not open easily and requires a Stuck Doors check to open.

  • Closed: The default state of a door, the door is simply closed. Visibility is prevented and sound is muffled, but the party may pass through at their leisure.

  • Ajar! The door has been left open (or at least partially so!) Visibility or audibility are not hindered: surprise is mitigated for (and by) potential inhabitants - and other implications might arise appropriate to the door having been left swinging on its hinges.

For games like 0e - where all doors are presumed "Stuck" and must be forced - the author suggests exchanging the two: that the party might be treated a quarter of the time or so by cooperative portals.

Walked In Hurriedly; Emile Bayard

Concealment

The Concealment of a door is how (or if) the door is hidden from detection by those outside the know. The most effective way to prevent entry is to provide no entrance, is it not?

  • A door Not Concealed will have no concealment whatsoever. A character walking into the space should be informed "there is a door in the wall at X point" as part of the exposition and mapping routine. These will represent the majority of doors.

  • A Secret door is one which is hidden in plain sight. A book case which turns when a candle is removed; a false wall which will push back when a latch in the floor is pulled - these are Secret doors.

  • Lastly, a Concealed door - one which is hidden, but hidden only. A door which is hidden behind a tapestry; a trapdoor hidden under a rug; a portal which has been obscured using illusion magic to seem like part of the wall - these are Concealed doors.

What is the difference between Secret and Concealed? In a pinch - a Secret door may require a roll or the expenditure of a locating resource to find: by comparison, a Concealed door generally would not: and is uncovered through clever player actions. 

Couldn't a skillful player who knows where to look figure out a secret door through clever application of player skill? Perhaps - and if the party, having done their homework, knows exactly where to look, a proud referee may allow it. However, consider that this is a brainstorming tool - not a rules-as-law prescribed process; consider what's in the room, what it's being used for by the dungeon denizens (or what it was used for by its builders) - and let the difference between a Concealed door and a Secret one fuel your imagination: not limit it to simply answer "Does the Elf get the free roll when passing it by or not?"

Lichfield Cathedral - Western Doorway; Frederick Mackenzie

Protection

The Protection of the door is a second layer of security added by the dungeon architect or the denizens since having moved in and adapted the space to their purposes. Protection serves as a mean to discourage or prevent passage by those who are not in the know - or to confound the utility of the portal to those same interlopers.

  • Trapped: a dangerous if not lethal trap has been placed on the door! Either apply your personal favorite, or for inspiration, potentially follow up on a 3d8 trap idea generator.

  • An Unprotected door is much like the door to your home or to a normal room. It has no particular qualities about it to prevent ingress or egress - instead serving the simple purpose of separating the space.

  • Trick! A Trick door has something clever about it - a ruse or an arbitrary quality, intentional or perhaps incidental to its use, which makes the door stand out. When a Trick is encountered, roll a follow-up d8 on the State table - applying both: or being creative when a duplicate or contradictory roll arises.

Ideas for necessarily creative Tricks, based on rolled results, might be as follow:

Locked + Locked
• Penalty to pick locks
• Requires key found in dungeon
• Magic lock: opens only for the polite


Wrought and Cast Iron Gate; Al Curry

Locked + Ajar
• Open, but will lock behind if closed
• Deadbolt is out - preventing closure
• Locked... but with a glass pane
Locked + Closed
• Can only be unlocked from one side
• Keyhole is concealed and must be located
• Not pick-able: opened by a puzzle or dial

Stuck + Closed

• Opens partly, restricting who can use it
• Opens partly, restricting how many can use it
• Requires force one way, but not the other

Stuck + Stuck
• Requires force to close after opening
• Requires force to close, but not to open
• Barred: multiple Stuck Doors checks required

Stuck + Ajar
• Door stuck, but has a pet-door in it which isn't
• Swollen or damaged, pops open on its own
• Portcullis style - and off-kilter, won't close fully

Closed + Ajar
• Closed, but a hole has been cut in it
• One-way door: will not open from one side
• Has been spiked open

Ajar + Ajar
• Burst asunder: door on the floor!
• Automatic door: opens as you approach
• Re-opens after 1d4 Turns if closed
Closed + Closed
• False door: opens to blank wall
• Double door: another door is directly behind
• Access panel: the door is hard to get to
• Heavy: negates surprise or stops quick retreat

Not all combinations are provided with suggestions above - some, perhaps "locked & stuck" for example, simply speak for themselves - but more importantly: this is intended as a creative prompt, not a definitive list - something to spur your imagination, challenge your players, and reinforce the theme and tone of your dungeon. Alternatively, if nothing comes to mind - you're more than able to treat a Trick! result as a Trap - or simply apply all conditions to the same door at once.

Isn't Concealment a form of Protection - even by your definition as provided previously? Yes - but the rolls should be separate. This is intentional - not because of any arbitrary grouping of qualities, but to promote the possibility that multiple characteristics of a door may turn it into a more challenging (and thus more memorable) experience - one likewise more open to player ingenuity and exploit.

And stop being a pedant.

Let's Try It Out

5, 4, 2: Closed, Not Concealed, Unprotected.

Well, that's anti-climactic.

3, 2, 3: Closed, Not Concealed, Unprotected.

Again, anti-climactic. But that makes sense, I guess: as you're going to have a lot more doors in the dungeon than anything else - potentially only eclipsed by corridors - and as such, you would want to have a majority of them be pretty bog-standard.

7, 7, 8 (5): Stuck, Not Concealed, Trick! (Closed)

I will admit, this is my fourth outcome - I had a third which I discarded, as it was yet again a normal door - but I am pleased with having rolled an 8 for protection: as I was worried I was going to have to cheat to see how it feels.

The door is Stuck, firstly, but also Closed. Consulting our examples above - we have "opens partly" (restricting either some figures from using it or a number of figures from using it at one time) and "force one way, open the other." Keeping things fresh, say... this door is a Dutch door - with one atop the other. The bottom side (because 5 is odd, why not) is stuck: but the top side will open with normal effort. The party - in exploration - may simply find an annoyance climbing over and through: but in the chance that - on the other side of the door - they find some cave Ogres: they may find their retreat somewhat hampered (or - who knows? - if they can surprise them, maybe a vantage point for cover to make missile attacks!).

And Them's My Two Coppers

In short, the majority of doors will be quite mundane - mathematically, one in eight will be trapped (compared to one in six rooms, if using the B/X rules, which will contain a trap) and one in four doors will be concealed or secret - keeping the party on their toes and keeping the mystique of the dungeon fresh.

Delve on, readers!

At the Witch's Door; John William Hennessy

 

Public domain artwork retrieved from the National Gallery of Art and from OldBookIllustrations.com and adapted for theme and tone. Attribution in alt text.

Saturday, June 10, 2023

Tricks & Traps on 3d8

TL;DR

For usability, tables provided at the top. Roll 3d8 and consult the tables, in order.

Roll Target
1 Whole Room / Whole Party
(gas cloud, closing walls...)
2-4 Small Area / Sub-Party
(spike pits, quicksand...)
5-7 Single Target
(pendulum blade, poison needle...)
8
Trick!
 
Roll Defense
1 No defense
2
Save vs Death or Poison
3
Save vs Wands
4
Save vs Paralysis or Petrifaction
5
Save vs Dragon's Breath
6
Save vs Spells
7
Roll vs Armor Class
8
Ability Check
(Further 1d6 to see which)

Roll Severity
1-2 Annoyance
(time taxes, translocation, resource loss...)
3-6 Drain
(physical damage, temporary blindness, encounter rate changes...)
7-8 Loss
(death, permanent ability damage, teleports into danger...)

For an explanation of what these mean - read on! 

Clockwork (1); Unknown Artist

Tricks & Traps on 3d8

An essential element of the dungeon experience - from the original inspiration in pulp magazines through the numerous iterations of the game, from 1974 through to present day - is the trick or the trap: the inanimate but malicious hindrance set before the party to stop them from passing or from achieving the riches on the far side. There are dozens of products which are designed with traps in mind - and dozens more blog articles, generators, and lists with numerous ingenious traps (this blog included) - to line the halls and inlay to treasure chests, much to the chagrin of the players.

But how do you come up with a trap that will stand out? 

How do you come up with a trap, keeping the experience fresh, without over-telegraphing or repetition that makes the party think, "Ok, we'll do Room Search: Pattern Gamma for this hall, then split for Delta between the two spaces ahead" as they meander through the darkened underworld?

In recent vintage, I'd had some success with 3d6 generators - for quests and geas as well as for stocking special rooms: so why not try the same for traps, tricks, and hazards. Presented below, a brainstorming tool, an inspirational generator, designed to get your mind out of the box and into the dungeon with the assistance of three eight-sided dice: Tricks & Traps on 3d8.

Whom does it Target?

First - a trap may target a single character (the thief failing to spot a hidden needle; a strongman falling victim to a spear thrusting downwards against the lifting of a portcullis; hidden crossbows attached to touch-plates; ...) or many any once (henchmen being exposed to a cloud of acid, breaking into a tomb; a whole party locked in a space with a sinking ceiling; a swarm of stinging hornets bursting from a hidden compartment; ...). The first die rolled determines who - and how many - of the party are impacted.

Roll Target
1 Whole Room / Whole Party
(gas cloud, closing walls...)
2-4 Small Area / Sub-Party
(spike pits, quicksand...)
5-7 Single Target
(pendulum blade, poison needle...)
8
Trick!

I see "Trick" in there - what does that mean? In the original editions of the game - a trap doesn't necessarily do harm to the intruders: which sort of makes sense, in that its purpose is to deter access to an item or place. A Trick might be an illusion, a false (but obvious) trigger mechanism, or other device intended to make the players think they are in danger when they are not (or perhaps think they are not in danger when they are!)

Including "Trick" in the options reminds the stocking referee to keep it in mind, once in a while, and may introduce some interesting interactions between party and dungeon environment.

How does one Defend Against it?

Next - a character needs to know how to defend against it. While some traps may not entail a defense whatsoever (say, a room fills with water and the doors are held fast by it: you can't Save vs Drowning to breathe under water), it's generally more common that a defense of some kind could protect a hardy or fortunate character from the effect of the trap. The second die indicates how the character might benefit from this evasion.

Roll Defense
1 No defense
2
Save vs Death or Poison
3
Save vs Wands
4
Save vs Paralysis or Petrifaction
5
Save vs Dragon's Breath
6
Save vs Spells
7
Roll vs Armor Class
8
Ability Check
(Further 1d6 to see which)

"Roll vs Armor Class" - the easiest response is to - of course - make an attack roll against the target or targets. THAC0 should be considered according to dungeon level, importance of what's being protected, and referee discretion. Alternatively, however, consider 1d10 roll-over Armor Class (similar to the swimming house rule documented here, albeit potentially modified by Dexterity). This puts the onus on the player and evenly distributes risk: thus, a Plate-armored fighter will always have a 3-in-10 chance that the effect will find purchase.

Similarly, where "Ability Check" is indicated, roll 1d6 and pick, in order. 

Bar Lock and Keys; Alexander Anderson

Why isn't "mitigating circumstances" on the list? Mitigating circumstances - such as, say, bashing a door down instead of touching the contact-poison laced handle - are intrinsically reliant on the specifics of the trap or trick: as such, those should be considered as part of the brainstorming after: not necessarily as part of the prompt - which is what this tool intends to provide.

Have I heard of using Ability checks to escape danger before? You may have! I have written about it before as a mechanism to resolve non-role-playable actions without a skill system, however - in the present context - the earliest instance of checking Ability scores to avoid a hazard could be in The Forgotten Temple of Tharizdun - provided Delta is to be believed - where rolling 4d6 under Dexterity is used to avoid a trap. Consider - then - in your traps: should the victim roll 1d20, as B/X suggests, or should they use a dice pool?

What is the Severity?

Last - severity: how badly will the trap hinder or hurt the party. Not every trap should cause instant death - but likewise, instant death should not be out of possibility. This may account for faulty mechanisms, lax attention on the part of the trap-setter, or perhaps imply that the "trap" is in fact an environmental hazard or other thematic element functioning mechanically as a trap.

Roll Severity
1-2 Annoyance
(time taxes, translocation, resource loss...)
3-6 Drain
(physical damage, temporary blindness, encounter rate changes...)
7-8 Loss
(death, permanent ability damage, teleports into danger...)

Does "Severity" apply to Tricks? Absolutely. Simply use the Severity result to inform how dangerous the Trick appears to be - or maybe how dangerous it is!

Oh. Cool.

Let's Compare Notes

How does the provided measure up to the example Tricks & Traps provided in B/X? The Basic booklet breaks Tricks & Traps into two categories: Room Traps and Treasure Traps. Let's pick a few of each and see what the corresponding prompt might have been:

"Poison gas: Save vs. Poison or die"

This trap is fairly straightforward. Listed as a Room trap, this implies the room fills with the gas: not just a blast to the face - so the whole of the party would be impacted. Similarly, it's save or die - so the save to use and the consequence for failure is obvious.

Result: 1-2-7

"Pit: 1d6 points of damage per 10' fallen"

Pit trap. Classic. Unlikely to hit the whole of the party - assuming it's 10 feet across - and dealing a set amount of damage. Subset of party, no defense (you fell into a pit), and it drains your hit points (or your zero-level hirelings!)

Result: 2-1-3

"Fog: Looks like Poison gas, but harmless"

Included this one not-really randomly: as this might be the trap suggestion that specifically inspired the "Trick" result on the generator being detailed. There is no mechanism to avoid it - as there really is nothing to avoid: it's just mist - and as for Severity - we can only guess: as really, this is area-denial: a spell, tools, or blind luck might get the party through it so perhaps a mere annoyance?

Result: 8-1-2?

"Chute: No damage, but slide to the next level down"

Like the pit trap - I make the assumption this will be unlikely to hit the whole of the party at once, assuming a standard marching order and B/X party size. Also like a pit trap, I assume there is no save - however, as a generous referee, you might allow a Save vs Paralysis to grab the sides.

Result: 2-1 (or 4?)-1

"Spring-fired darts: 1-6 darts hit for 1-4 points of damage each"

Listed under the Treasure Traps section - this would seem to only impact the Thief or other character opening the treasure. I've said it's "No Defense" below because it does not specify a to-hit roll, instead relying on the 1d6 to tell you how many strike home. I would - personally - allow for the 1d10 Armor Class variant presented before: but I'm a softie like that.

Result: 5-1 (or 7?)-3

"Spray: Be sprayed with an unknown liquid that attracts Wandering Monsters; double chances for 1d6 hours"

Again, listed under the Treasure Traps, I assume it to affect only the treasure-grabber. Again, no defense: but this makes sense, as its literally a mist - Chanel No B5 - which coats (and marks) the target. A generous referee might allow a Save vs Breath - but the end result is still the same: a change to the game, but one which will primarily affect resources: namely, the rate at which your resources are challenged as more and more monsters wander into you seeking the alluring (or appalling?) smell.

Result: 5-1 (or 5?)-3

So, it's not perfect - that is, it doesn't line up as well as the Special Room Generator does - but the goal is to inspire new and novel traps, and the only way to verify that is to give it a whirl.

Let's Try it Out

First throw - 8, 3, 7: or, a trick, Save vs Wands, for extensive loss. There are a couple different directions you could go, made curious by the extreme severity (and made difficult to think of by the Save vs Wands!):

  • Withering Hall Across a 40' hallway, a four distinct sets of beams of light move across the floor and walls, coming from glass domes extending from the corners of the ceiling. To move past without being hit, a Save vs Wands is required - for each failure, the failing character appears to age 2d8 years: with hair graying, skin sagging, and joints beginning to pop.

    Key - "appears to." Upon leaving the way they came, any affected characters will return to normal - one year per dungeon turn. Upon leaving the far side into the protected space - having gone through the tunnel, wholly - all illusionary years dissipate after one.

  • Translocation Disintegrator Black jets of smoke pulse at interval, blocking the entrance to an alcove. A Save vs Wands will allow a character to pass through without touching them, but if touched, the character is visibly disintegrated, starting from the place where the smoke touched, their dust becoming one with the pulsing smoke.

    But just visibly. In reality, the character is teleported to a matching alcove on the other side of the level: exact replica of the alcove and its contents - but nothing inside of value. They will be surprised, of course, when they find that they are no longer surrounded by colleagues - and potentially in the dark, as well.

  • Pressurized Scarabs A spray of what appear to be crawling, biting insects erupts from the trapped object - the bugs burrowing into and under the skin of the affected character. A warmth and rumbling begins working its way to the chest of the character in question - at which point, after 1d4 rounds - the character falls unconscious, as though a Sleep spell had been cast. Save vs Wands to avoid - after evading, the bugs disappear into corners - a thoughtful player might note the illusion, seeing that there are no cracks or crevices into which the bugs might have retreated.

Let's try another:

An ability score defense! Adding in a second-thrown d6 for ability, we get 4, 8 (6), 4 - or, a trap which affects a small area or subset of the party, roll vs. Charisma to save, with a draining effect:

  • The Hecklers Two statues hang from a portico in the wall. When a party enters, they begin to judge and heckle: picking 1d4 party members as their primary points of derision. Their jibes are hypnotic - and only by rolling against Charisma might one of these targets duel back, returning a jest which impresses the statues, who laugh and then freeze from view. Failure to do so results in a supernatural questioning of confidence - causing the character a -1 penalty on all d20 rolls and a -1 penalty to Armor Class until they have had a full night's sleep to wear it off.

  • Narcissus' Mirror Hidden behind a sheet is a magic mirror which portrays, to those who look into it, an idealized version of themselves, one which they would long to be, if given to such thinking. Any character which can see him or herself in the mirror - which is oval, three by two feet - must roll over his or her Charisma stat - failing to do so, the character will loll, gander, and ponder for 1d3 dungeon turns; at the end of which, they may attempt the Charisma roll again. A generous referee may allow a bonus if multiple cumulative rolls are, in this manner, failed.

  • Posey Pocket A spring load in an otherwise nondescript pouch launches a fair smelling incense into the air, affecting any character within 2d4 feet. For the next 2d6 turns, the character is considered perfumed - which will impose a +2 bonus on Reaction rolls to intelligent monsters during the onset of encounters ... however, if this would take the roll to 12 or above, the monster will fall horribly enamored of the character or characters, seeking without regard for health nor morale to kidnap the character and abscond to its lair therewith.
    (Not strictly a roll against Charisma, but touching Reactions, which are modified by Charisma!)

Decent luck so far - so we'll throw one more set:

A result of 7, 1, 8 - or, single-target, no save, instant death. Well, substantial loss - but this trap, according to the dice, should be a doozy:

  • Thousand Foot Pit Not particularly well named, as surely it can't be 1,000 feet deep, can it? This shaft once served as a conduit between many levels of the complex: now, however, the carriage has been lost and all that lies beneath a camouflaged tarp, supported by bowing wooden crossbeams with a manhole-sized gap in the center, is a gap too deep to see the bottom.

  • The Lock from Chaon Gacca The abandoned capitol of Tasuun is said to be cursed: a place of shadow where the darkness itself, contacting human flesh, will wither and rot instantly at a touch. Some of that shade has been kidnapped - locked away into a false hatch atop a precious cargo. Anyone opening the box without the proper safeguard - administered by a second key through a hidden keyhole in the bottom of the bronze-trimmed trunk - will free the shadow, which will pass over their working hands. Rolling 1d8, on an even number, the right hand melts before your eyes; flesh sloughing off as a leper, shriveling to dust as in reverse of papers thrown into a flame, arcing into the chimney, disappearing with no mark left on the floor to guide them. On an odd number, the left hand suffers this fate. Or, on a 1 or an 8, specifically, both hands are affected.

  • Monodirectional Teleporter In ages past, this teleportation pad was connected to a deep station - leagues distant through solid rock: a quick mechanism to transport a single commander through to a hidden keep. However, in the intervening years, the destination has collapsed, leaving only damp, dark holes the size of a child. Any character - or any object - which steps into the teleporter will be translocated to this dark damp - with no way out and nothing but stone for a mile in any direction.

And Them's My Two Coppers

What do you think? Would this procedural inspiration technique help pique your creativity? Or did we just collectively waste half an hour or so of your time, piecing through this article? The examples herein presented a sizable challenge for me, at least - trying to fit to the theme, without deviating, changing one die for another to fit an inspiration that bounced up from the plastic hitting the tile...

But who says you can't deviate from the dice? 

If they give you a good idea - bank it! Use it! I'd love to read about your creations - and I'd love to hear about the groans of your players as they walk face first into them!

As with other generators, the intention of this piece was inspiration, not instruction: this is not a list of predetermined cool traps, this is not a prescription designed to supplant the creativity of the dungeon architect, but a mechanism by which I hope you can unlock your brain and churn out horrors at which Grimtooth himself would balk.

In either case - make sure to don your Ring of Resistance... and delve on.

Thank you for reading!

Seizure of Ebba; Hablot Knight Browne

Public domain artwork retrieved from the National Gallery of Art or OldBookIllustrations.com. Attribution in alt text.

Saturday, July 30, 2022

3d6 Quest Hooks for Geas and Quest

lighthouse beach sand sea coast; Pixabay user Hamsterfreund

In the original edition of the game, among the wandering monsters and foes that might be encountered exploring the overland are high level Fighting Men, Clerics, and Magic Users - each posing a hazard. The Fighting Men - Lords of a domain - will challenge the party to a joust: there are rules for jousting in Chainmail - absent Chainmail, a referee has combat rules and can improvise. For Magic Users and for Clerics, the possibility of a Quest or Geas spell is present: a compulsion to do something for the respective NPC.

But... what do they want?

While the target of their intended chore will vary by campaign setting, provided below is a 3d6 method to inspire the referee on the spur of the moment to create the framework of a Quest or Geas - helping to prevent repetition and thus boredom.

1d6 Action
1 Travel To
2 Destroy
3 Retrieve
4 Repair
5 Observe
6 Deliver
1d6 Objective
1 Magic Artifact
2 Mundane Artifact
3 Another Character
4 City
5 Dungeon
6 Landmark
1d6 Constraint
1 Time
2 Equipment
3 Communications
4 Magic
5 Foes
6 Supplies

The Action

The Action is the verb. The Action is what the quest-giver desires (and thus compels) the party to do. For a "travel to" result, for example, the Cleric may be compelling the group to go on a pilgrimage: the site at a destination being important to their alignment or deity. For an "observe" result - this might be a Magic User looking to gain intelligence into an area warded against his seeing-spells. The Action column should inform or inspire the activity intended to satisfy the Quest or Geas' requirements.

The Objective

Idol and Altar at Copan; Fredereick Catherwood

The Objective is the target. The Objective might be the McGuffin - the princess in the tower - which will determine the success or failure of the action. The result of "another character" - perhaps a wayward acolyte of the Cleric's stronghold, Questing to return; the result of "dungeon" - an adventure site at which the Magic User knows something esoteric is marinating! The Objective column should inform or inspire the intended recipient or subject of the party's afore-determined Action.

The Constraint

The Constraint is a twist! Not all Magic Users are going to be cloistered in their tower; not all Clerics are going to be so busy with domain tasks that they can no longer adventure on their own. The Constraint represents the reason why they can't just do it themselves - and what the party is going to have to overcome in order to achieve their action on the Objective. "Time?" Perhaps the party is needed to interrupt a ritual - one which will complete at the next full moon. "Supplies?" Perhaps the Objective to be Actioned is within a saline zone: damaging and rusting iron weapons or equipment. The Constraint should inform or inspire a manner in which the Quest or Geas is made more challenging than (and more memorably distinct to) similar missions.

(Optional) The Assistance

Optionally - the Quest giver or Geas imposer will, to help ensure their success, offer a mechanism by which the party will have an easier time. In the event of a favorable reaction or other similar impulsion, roll a second time on the Constraint table. Based on that result - a special benefit is given speaking to the challenges that the party is likely to face. The result of a "gear" might indicate a key, an ancient and complex key which will open a secret doorway to the rear of a guardian keep. The result of "Communication" might grant the party a borrowed Ring of ESP - to be returned on completion of the Geas, of course. Alternatively - use it as a way to hint at a manner in which the Action can be executed that will result in better expose, better experience, based on your knowledge of the table: do the players like puzzles? Hand them a riddle! The optional Assistance is a gift to keep a party moving - and one which should be conducive to the challenges to be faced.

Let's Try it Out

Having in typical lack of foresight assigned no significance to color and position, let's read these vaguely left to right - producing 4, 5, 6. (Not every day that you roll a straight!) That produces a quest to repair a dungeon, constrained by supplies.

The first thing that comes to mind - the expansion into domain play! For a Magic User Geas - the roll might indicate the Magic User's former master's tower (a dungeon) has fallen into disrepair after his disappearance - and the byproducts of his eldritch experimentation have been leaking out into the countryside, poisoning the donator's own research! The tower must be rebuilt (repaired) - containing these evils within itself - but in order to do it, only special blocks (supplies), concrete aggregated with lead and starlight, may be used - as normal walls will have no effect. 

For a Cleric's Quest, similar would work: say, a temple to the Lord of the Air has been corrupted by monsters (the dungeon) and only by restoring the altar and bailey (repair) can the corruption be removed - but the temple is suspended from a cliff face and traversable surfaces are scant: meaning the party will need to procure and master supplies to climb and swing through a temple more suited to birds than to hominids.

Next - 6, 6, 5. (I wish I was rolling stats at this rate...) So, deliver, landmark, foes

To start with a Quest - the Cleric in question has in his stronghold a statue, adorned by a relic of the Saint, which is destined to be placed among others in a pantheon ring atop a plateau some miles distant. However, the statue is heavy and the way between is a river valley, infested by roving piscine servants of Chaos.

To continue with a Geas - the Magic User, cursed by his own hubris, had excavated a rune-stone from one among the deep places: intent to study it in conjunction with the ley lines of the land. However, it has brought nothing but ruin - and he needs the party to return it into the demon and spider infested hole out of which the previous party he'd Geased had retrieved it!

Now this looks more like the stats I'm accustomed to rolling. But to conclude - we'll throw in the optional Assistance for our last example: 3, 1, 5, 1 - or, retrieve, magic artifact, foes, time. This one'll be curious!

For a Magic User's Geas, perhaps a spell scroll with a rumored and heretofore impossible 7th level spell(!) has lain hidden under a temple to the Lord of Magic - guarded by a mass of star-studded shadows. The shadows are active at night - and the temple is invisible under the sunlight - however: in the transition, the hours of twilight when one circadian cycle gives way to the other - then: they are vulnerable! To assist in the party's success, the Magic User gives them a glowing pocket watch - suspended on a chain: when the pocket watch is activated, time is dilated around it: stretching a precious hour into four. Once its magic is spent - the watch will turn to sand: but perhaps the window will be wide enough....

Or for a Cleric's Quest, the Storm Hammer of the God of the Pounding Surf was stolen generations ago by minotaur blessed with unnatural long life. It and the blood cult surrounding it have held the hammer long enough! While the minotaur is a mighty foe - its long-life is said to be sustained by a green amulet it wears: to assist in their quest, the Cleric has obtained a blessed dart: one which, if it strikes the amulet, will dispel its power: removing the agelessness in time which has kept the blasphemous creature alive.

Angelicals Exposed to the Orc; Jean Honore Fragonard

And Them's My Two Coppers

Sound good? Use it! 

Sound incomplete? Expand it! Leave a comment or hit me up elsewhere if you do: I'd love to see (or to collaborate on?) a d8/8/8 or even d20/20/20 Quest and Geas generator!

In either case - thanks for reading: and delve on!


Public domain or open license artwork retrieved from OldBookIllustrations.com, the National Gallery of Art, and Pixabay and adapted for thematic use. Attribution in alt text.

Saturday, June 4, 2022

"Special" Rooms on 3d6 (Or Maybe 4)

TL;DR

Tables provided - in the interest of usability - for reference here at the top. To use, roll 3d6 to determine whether the Special room is good, bad, or indifferent to the party; who or what it affects; and how it affects the target. Optionally, roll a fourth d6 at the same time to determine the temporal applicability of the special effect.

1d6 The special feature is...
1 Very bad for the party
2
Bad for the party
3-4
Indifferent
5
Good for the party
6
Very good for the party

1d6 The special feature affects...
1-2 The character or characters
3-4 The player or players
5-6 The environment

1d6 For the Character:
For the Player:
For the Dungeon:
1 Affects a power
Hints to the map
Changes the layout
2
Affects the abilities
Hints to monsters
Changes the monsters
3
Affects an intangible
Hints to treasure
Changes the doors
4
Affects consumables
Hints to hazards
Provides translocation
5
...Or nonconsumables
Provides an NPC
Changes hazards
6
Affects the meta-sheet
Serves to immerse
Changes secrets

And optionally...
1d6 The effect persists for...
1-2 the immediate.
3-5 the short term.
6
the long term.

For an explanation of what they represent and the reasoning behind the numbers, read on!

"Special" Rooms on 3d6 (Or Maybe 4)

Misty Outline of a Human Figure; Odilon Redon
The big number 4.

The only result on the stocking table wherein no further tables exist to guide its creation. 

The "Special" room.

While a list is given of several special rooms as suggestions, as inspiration - they are wide in their scope and incongruous in their impact to the game. They are presented as anomalies - features of the dungeon that are neither combative as might a monster be nor immediately hazardous as a trap. They might be hazardous, but aren't by necessity. They might be of value - but are not necessarily treasure. And on top of it - they are the largest cognitive strain on the dungeon architect (or, on this dungeon architect) when writing out a key. 

How do you keep them interesting? How do you keep them relevant?

Here provided is a quick system I've been toying with - trying to ensure that Special rooms stay Special - rather than, based on the mood of the hour, becoming simply another trap or treasure result: Special Results on 3d6 (optionally 4).

How does the room affect an expedition?

The first die tests for ambivalence. Does this special room benefit the party? Does it confuse or tax them? Or is it simply a set piece - to bode good, ill, or neither depending on how the party interacts? Consider on the first d6:

1d6 The special feature is...
1 Very bad for the party
2
Bad for the party
3-4
Indifferent
5
Good for the party
6
Very good for the party

A special feature being "good" or "bad" - of course - is subjective: and likewise, consider - based on the effect of the feature - how a character would need to interact with it in order to be exposed to its effect. That is to say - a very good feature, perhaps one that grants an XP bonus or Infravision for a short period of time - might require more interaction than would an indifferent feature: similarly, a bad feature, perhaps one that taxes the character's resources, should require some degree of interaction as well - otherwise, it might more accurately be categorized as a trap.

Why spread the nature of the effect by chance? The importance of balancing positive and negative features is to promote player interactivity and reward player skill. If all of the special features are negative - if the dungeon is full of many gotchas and traps - it punishes the players for interacting. It rewards a style of play which is averse to adventure and experimentation. If you give the party nothing but cursed treasure, they will stop seeking it. Similarly, if all of the special features are positive, it has the reverse effect: rewarding the party for spending too much time interacting with them and throwing caution to the wind: something that will serve them poorly when exposed to a trap or hazard in a future room. Special room results give the referee an opportunity to promote ambiance, to reward good interaction, or to foreshadow other elements of the dungeon - as such, by randomizing their nature, we ensure a balance of effect: keeping us on point for their intended purpose. 

The Well; Giovanni Battista Piranesi

What does the special room affect?

Next test for target. Does the nature of the special effect influence a the player characters - perhaps granting them some ability or taxing them some resource? Or does it have an influence on the map - rotating some far off section, opening new doors or shutting existing ones? Consider on the second d6:

1d6 The special feature affects...
1-2 The character or characters
3-4 The player or players
5-6 The environment

The last of these is the most obvious - the target of the special effect is environmental. Rotating bridges, locking and unlocking doors, elevating or lowering lifts, opening or closing secrets - all of these things would be considered environmental effects.

The first of these is likewise common - the first destination that most will go with when designing a point of interactivity in the dungeon. Hexes, enchantments, benefits, or even equipment effects might be categorized as affecting the character or characters directly.

The center idea - that of affecting the player - is something that is more rare. 

Stealing; Louis Rhead

What does it mean to affect the player rather than the player character? Simply put - something that affects the character should be recordable on the character record sheet or other notes: something that affects the player should instead be imprinted on their cognition - should affect their mood or perception of the adventure, the event, or the tone - which might result in note-taking (or might not, depending on the player!) but most certainly should result in a raised brow and - potentially - a change in the approach that the player is taking when controlling their character to interact with the dungeon. 

Revealing the presence of secret corridors underneath the floors, or revealing that an ancient wizard hid a powerful orb deeper into the dungeon than the current objective would delve - or even to hint that there may be oozes hidden in the side catacombs: these target the player; these inform decisions regarding the expedition and may change the course it has charted.

What effect should the special room have?

Ultimately (or, optionally penultimately - see below), the meat of the discussion: what does the room actually do? The specific effect in question will depend on what the target of the effect is - and is, thus, dependent on the second die rolled. Consider accordingly on the third d6:

1d6 For the Character:
  1d6 For the Player:
  1d6 For the Dungeon:
1 Affects a power
  1 Hints to the map
  1
Changes the layout
2
Affects the abilities
  2
Hints to monsters
  2
Changes the monsters
3
Affects an intangible
  3
Hints to treasure
  3
Changes the doors
4
Affects consumables
  4
Hints to hazards
  4
Provides translocation
5
...Or nonconsumables
  5
Provides an NPC
  5
Changes hazards
6
Affects the meta-sheet
  6
Serves to immerse
  6
Changes secrets

But what do these entries mean? Well, to answer, you have to break it down by feature. To start, consider characters:

  1. Powers refers to features of monsters or races that affect dungeoneering: infravision, sensing sloped passages, tremor-sense, rusting ferrous equipment on touch, breathing under water, slipping through tight spaces as though boneless - all of these are "powers" that might be impactful to the target character.
  2. Abilities refers to bonuses, penalties, or modifications to character Abilities. Strength, Intelligence, etc.
  3. Intangibles are references to elements like time, advancing (or maybe reversing!) the turn tracker; or un-tracked biological functions (maybe the character is made hungry, or sated) - and kind. These may have impact to the current delve - or perhaps to the navigation back to town.
  4. Consumables include torches, rations, ammunition, hit points, or other tracked and managed resources on the character sheet.
  5. Non-consumables include items not normally tracked: armor, rope, or similar could be considered non-consumable for the purposes of a Special room's odd effect.
  6. Meta-sheet elements include saving throw values, the character's XP (total or bonus or penalty to rate of gain), or other things tracked on the sheet as part of the "under the covers" of a player character operation.

For players:

  1. Map hints reveal to the players elements of the map without having to physically go there. A "good" result will be accurate, a "bad" result will not - Demon Pursuer; Charles Keen or an "indifferent" one may reveal information they already know.
  2. Monster hints reveal information about wandering monsters, about factions in the dungeon, or other ecology. Again, "good" or "bad" will have varying accuracy.
  3. Treasure hints, same as above.
  4. Hazard hints reference traps, tricks, pitfalls, or other dangers implicit to the layout itself.
  5. Talking statues, ghostly inhabitants, prisoners, other adventuring parties in proximity - all of these would fall into the "NPC" category. This represents as much a role play opportunity as it does a mechanical one.
  6. Immersion - speak to the player's senses. Put them in the dungeon and help them get into character: or use it to inform (positively or negatively) their understanding of the natural order within the adventure site.

For the dungeon, itself:

  1. Layout changes represent the closing off of corridors, the opening of new ones, the shifting of rooms or the rotating of bridges. These can be obvious or close or these can be distant or subtle.
  2. Monster changes alter the odds of random encounters (pheromone trap, anyone?) or perhaps change their nature. A "bad" result might be an alarm set by a faction of nearby.
  3. A door change may lock a previously open door - or unlock a barred one. Perhaps this is a puzzle room where - solving the puzzle - a steel portcullis may lift. Alternatively, a secret door might be revealed: or previously obvious doors become hidden.
  4. Translocation can be as intricate as mono-directional teleportation circles or as mundane as stairs. Good results may offer movement more rapidly - several levels up or down - where bad results may offer that same mobility to deadly dungeon denizens.
  5. Hazards to the dungeon include traps, tricks, false leads, one-way doors, and the like. Changes to these may indicate the one-way changes, the false leads become true, or the tricks and traps relocate or reverse - depending on the nature of the room's ambivalence.
  6. Secrets include chambers, passages, treasures, imprisoned monsters, and other hidden things: this room may be a trigger to reveal them, or a manner to open them (or close them off for good).

(Optionally) How long should the special feature affect the adventure?

Finally - if you're the type to prefer 4d6 over 3 - consider the duration of the effect: how long will the significance of what the Special result contains continue to be of relevance to the adventure? To the adventuring party? Consider on a fourth d6:

1d6 The effect persists for...
1-2 the immediate.
3-5 the short term.
6
the long term.

Immediate effects include the ephemeral disembodied voice in the hall or the sudden extinguishing of torches. Longer effects include the sudden magnetization of everyone's armor or the brightening of the eyes such that a character sees in the heat spectrum: for how long? Who knows - for a few rounds, perhaps, or maybe for the remainder of their days.

The duration of the effect should - in part - be determined by the theme of the adventure: you're more likely to have bigger effects when visiting the palace of the storm king than when you're robbing a lesser merchant's family mausoleum. However also - recall that these kind of things occur once in six rooms - so, on a given dungeon level with, say, two dozen keyed locations: you're going to have four chances to hit a long term effect. As such, the majority of special features should have applicability to their own context - to the scope of a delve or to the dungeon in which they belong only. In wider campaigns, where consistent scope may influence several such adventure locations across the map, keeping a consistent theme - and a consistent effect - between them may be fun: however, in a general sense - by keeping the effect of special rooms contained, it helps to promote a sense of uniqueness without producing either a conga line of recipients for positive effects or - as touched on regarding the differentiation of negative Special rooms and Trap results - overwhelming the party with crippling after crippling as they weave their way through the negative ones. 

Watch the Sleepers; W. St. John Harper

Let's Compare Notes

But how does this measure up to the examples of Special rooms given in B/X? Let's pick a couple at random to see if they line up to the provided prompts.

"Moaning room or corridor"

A moaning corridor (or room) serves little purpose other than to spook the players or to set the mood. No mention is made of a fear effect or of mechanical impact: so this seems a shot at ambiance.

Result: 3-4-6: indifferent, player-affecting immersion element.

"Alarm that summons special monster"

This was accidentally literally one of the suggestions I had to elucidate what a bad environmental Special room could be.

Result: 2-5-2: mildly negative (a reaction roll might save them), dungeon-affecting monster element.

"Talking Statue"

A talking statue is an interesting one - an opportunity for wide interpretation. The statue talks - but is it intelligent? Is it a prerecorded message that plays whenever someone is nearby to hear it? Does it lie or does it speak truly? Do the party members even speak the language that the statue is speaking? Without further clarification - it could be anything. If I were to think of this, myself, I would do so with indifference in mind: it's only as helpful as the party makes it.

Result: 4-4-5: an indifferent, player-focused (RP) element which introduces a new NPC - the statue.

"Illusionary stairs or corridor"

Stairs that aren't there (or a Wile E. Coyote corridor) is mildly malicious.

It's possible, first, for the party to attempt to follow it - being surprised immediately that it's not there - or, more hazardously - if they think they transition to a new area - but in truth do not. This results in miscalculation of risk - spending more resources than need be on adversaries or challenges that - based on assumed level - are less dangerous than they appear.

Worse - however: missing the illusion and attempting to later use it as a retreat avenue! Finding a dead end where an exit was believed to be? Therein is the potential for TPK.

Result: 2-5-5: mildly negative, environment-affecting hazard element.

"Magic pool whose waters have a strange effect"

This one could be fun. The magic pool seems like it should be an environment issue - but what is the strange effect? Does it make the character larger or smaller - a character 3 result? Does it restore health (result 4) or does it weaken them, halving their Constitution (result 2)? 

Or - in another vein - it could flush like a toilet and deposit them in a sewer sub-level: a mildly bad environment result of 4.

Result? Not enough information - roll 3d6 to find out!

Let's Try it Out

To demonstrate - we'll brainstorm: rolling up a few Special rooms. 

First try - having not specified which direction I was rolling, we'll read it top to bottom: 6-1-2 - which is very good for the character, affecting their abilities. We could roll randomly to determine which (or multiple: it's very good after all) abilities to affect - or we can wing it. 

  • A fountain which sprays a perfume type liquid: portable, staying fresh for up to 1d4 days. When applied as a perfume, target treats their Charisma as 4 points higher for the next 1d4 hours.
  • A low-gravity zone - all characters from outside this part of the dungeon treat their Strength score as 2 points higher for the duration that they remain on the level.
  • A chair with cranial vice, complete with wires and levers. If a character hooks into the device - they will be electrocuted - 1d6 damage - and then must Save vs Spells. On a failure either the Wisdom or Intelligence is increased by 2; on a Success, both are increased by 1d6 - permanently.

Three options from three dice so far!

Let's roll again:

Keeping with the color pattern - purple first, then black, then green - we see 4-1-6: the room is indifferent, also affects the character, but affects the meta-sheet. Something about the character sheet that isn't normally tracked or targeted. Giving it a try:

  • A strange radiation permeates the room, befuddling the character's speech. All reaction rolls should be rolled on 1d4+1d8 rather than 2d6 (to the effect of flattening the curve!). Every hour spent outside the special area allows a Save vs Death to end the effect.
  • A stiffening agent spritzes out of a ceiling spigot. Any character exposed to it suffers a -2 penalty on all Saves vs Dragon's Breath, but gets a corresponding +4 save against Paralysis. Effect lasts until the character has a good bath.
  • Microphones hang from the ceiling in the room - rebroadcasting anything spoken into another language. This enables the party to communicate with the denizens... but also may rebroadcast noises or quips not intended for rebroadcast.

Little more challenging - but still interesting. 

One more time - this time, using the "how long" optional die:


6-3-5-5: the effect is very good for the player, provides or elucidates an NPC, but the effect is only for the short term.

  • A warrior who has been turned to stone lingers in this space, flexing his joints. If oiled (any oil will do) the warrior will follow the party to avenge his state against the petrifying agent (maybe an aged Medusa; maybe an experimenting wizard), and has limited knowledge of the dungeon. However, if he enters direct sunlight - as would be inevitable leaving the dungeon - the petrification finishes: turning him into a pillar of soapstone. 
  • A security orb: if pondered, views of NPC adventurers in the dungeon can be found, some of which may be live! A party cannot communicate with these NPCs - but if they see one in peril, they would have a great advantage, recruiting said imperiled, leveled NPCs to their service - at least until said NPCs could return home from the dungeon exit.
  • A wizard's homunculus flops out of a hide in the ceiling - speaking a Chaotic dialect. If taken under the wing of the party, it will ask for guidance - promising riches - if returned to its master. It knows its way around the dungeon very well - but will want to be returned, at which point the master will be grateful - but the homunculus will depart the party's company.

Good specials, or bad? 

You decide - it's your table!

Inspiration over Instruction

This post is turning out to be far longer than I'd originally intended it to be - as such, here seems like a good place to wrap it up. In conclusion - I would like to state (or restate, if it was implied earlier) that - hopefully - these entries and this process can help to produce more varied, more interesting, and more thematic and memory-inducing interactive Special rooms. Ranging from the mundane - another party trying to pick a lock or a stairwell leading down - to the mystic - a cloud filled chamber that will eat away leather or cloth, but will grant any who breath in it the ability to turn gaseous, themselves, until the next new moon: Special rooms can be the most intriguing and least intriguing rooms in the dungeon adventure. 

And that's what this article is for - to serve to inspire rather than instruct: to prompt your creativity as the referee and budding dungeon architect to produce those awesome, interesting, and simultaneously evocative and effective designs to maximize their appeal to the table and to cement their place in stories told: be they memories recanted by old veterans to new blood or be they posts under "that guy" threads bashing DMs more clever than their players.

But regardless of which rooms they delve - ever on, players: delve ever on.

Thank you for reading!

 

Interior of the Principal Building at Kabah; Frederick Catherwood

 

Public domain artwork retrieved from OldBookIllustrations.com and the National Gallery of Art and adapted for thematic use. Attribution in alt text.

Frieren: Beyond Journey's End

N-Spiration - Frieren: Beyond Journey's End About Frieren The saga that is Frieren  started (and continues) as a serialized ...