August 2, 2012

Dwarven City of the Black Mountains - Level 3

This is a 5 Level dungeon and former dwarven city. It has over 155 rooms. I'm not sure how long ago it was written but it is for 1E. My dungeon design has come along way since those early days, but the overall design still makes for a good layout of a dwarven city...even if the actual encounters don't work. I think the original design was that a dragon had taken over the city and allowed various denizens to inhabit it as well. I'll be posting the entire dungeon over the course of the week.




Level 3
92) Stairs to Level 1, #13.
93) stairs to Level 2, #35.
94) Miner's Room. Each chest contains nothing.
95) In this room is an insane Dwarf- 4 who hides behind his chest and when discovered he will beg the characters to take him along. His name is Drammontoedus. He carries only a dagger but will fight unless someone tries to take his 33 pp at which point he will run back to his room. Due to his insanity he won't be able to tell any of the party anything about the dungeon.
96) A 7HD Protein Polymorph- 23 is here with 2000 gp, 4000 ep. The Protein Polymorph is in the form of 2 gargoyles. Both gargoyles will attack (roll only one "to hit") and if one hits they will turn into a blob and surround the creature.
97) 7 Quaggoths- 10, 5, 10, 9, 5, 10, 9, 200 pp, 22 gems, potion (invulnerability), Dagger +5, Dagger of Venom.
98) 26 Troglodytes- 8, 10, 4, 8, 11, 14, 7, 10, 12, 4 , 12, 6, 4, 16, 7, 14, 4000 ep, 1000 gp, 7 gems, Bag of Tricks, Boots of Striding & Springing, Shield +2.
99) Pentardos- 23 an evil M-U is here. AC 7. 10th Level. His spells are:
1st- identify, write, shield, tenser's floating disk;
2nd- web, rope trick, detect invisibility, continual light;
3rd- protection from good 10' radius, rust, gust of wind;
4th- polymorph self, fear;
5th- hold monster, cone of cold.
He has made 2 Scarecrows- 14, 22. he also has 400 gp, Potion (healing), Ring (mammal control), Dagger +4, ring (protection+3, Brooch of Shielding.
100) 3 Cockatrices- 19, 29, 24, 5000 ep, 1000 gp, 3 gems, 1 jewelry. one cockatrice is under the bed, another is under the chair and the third is on the treasure. 2 statues aer in the room.
101) A Flail Snail with 4 Tentacles- 3, 7, 4, 8.
102) 3 Shadows- 19, 10, 12 are hiding in the shadows. Also in the room is 20000 sp.
103) 3 Umber Hulks- 39, 42, 36, 2000 gp, 50 pp.
104) 10 Gnolls- 7, 4, 6, 7, 8, 8, 6, 7, 12, 11, 5000 cp, 4 jewelry, potion (gaseous form), Potion (delusion), Potion (animal control-reptile-fish), Potion (oil of etherealness), Potion (philter of love), Potion (healing).
105) 1 Ettercap- 20. He has a tripwire which is only 10% noticeable. The Ettercap is faking that he is asleep.
106) 11 Ghouls- 9, 10, 10, 7, 2, 10, 16, 4, 11, 13, 14, 8000 ep, 3 jewelry.
107) Frost Man- 23, 5000 sp.
108) 2 Shockers- 3, 7.
109) 4 Gargoyles- 26, 26, 24, 11, 1000 sp, 2000 ep, 1 jewelry, 2000 cp.
110) 3 Minotaurs- 34, 34, 31, 6 gems, 3000 sp.
111) A Nightmare- 31 and Spectre= 34, 4 gems, 4000 gp, Potion (poison), 3 Javelins of lightning.
112) There is a chest with 10 gems, 5 jewelry, Scroll (1st- shocking grasp; 2nd- stinking cloud; 5th monster summoning III; 6th- part water; 7th- powerword (stun)). potion (diminution), Platemail +2. Once the chest is open a Guardian Daemon- 25 in the form of a large black cat jumps out.
113) 13 Doppelgangers- 15, 24, 22x11, 3000 ep, 10 gems, 10 jewelry, Dust of Disappearance, Sword +2 Giant Slayer, Scroll (protection from undead). The Doppelgangers will assume the form of a fighter or thief, etc (never a magic using class) and attack that person. Each Doppelganger will pick a different person as much as possible.
114) 5 Skulks- 5, 7, 8, 11, 6, 5000 sp, 7 gems, 3 jewelry. The skulks will attack while the party is diving the money. if the party set a watch while counting, the Skulks will wait and then follow the party.
115) Trapper- 48, 5000 gp, 100 pp, Wand of Magic Detection, Chainmail +2, Sword -2 Cursed, Scroll (protection from devils).
116) 18 Ogrillons- 7, 9, 3, 4, 12, 4, 5, 13x11, 5000 sp, 2000 gp, 3 gems.
117) A Chimera- 43, 5000 gp, 7 gems.
118) Storeroom. Contains 34 Flinds- 9, 17, 17, 16, 15, 8, 5, 15, 10, 11, 8, 7, 12, 11x21, 200 pp, 2000 cp, 2000 sp, 13 gems, 6 jewelry.
119) Entrance to the mining area. The ceilings are supported u wooden beams in the mine shafts. Normally there is only a 5% chance in every 5 rounds of a cave-in, but during a fight there is a 10% chance n every 3 rounds. If a cave-in occurs all will suffer 2-24 hit points damage; it will take 1 turn to dig back out and there is a 5% chance that no one will be able to dig out.
120) Ore chute to Level . Sealed with debris.
121) A party of adventurers are walking north. See the chart in the DM Guide, page 63, to see how they react:
            Fighter (Soretan)- Level 7- HP 44, AC 4, #AT 3/2, Dam weapon, Align CN. Ring (protection +1), 2 Javelin +2, Dust of Appearance. 980 gp.
            M-U (Uincapton)- Level 6- HP 12, AC 9, #AT 1, Dam special, Align LG. Ring (protection +2), Scroll (4th- ice storm), potion (speed). 360 gp. Spells: 1st- read magic, write, protection from evil, find familiar; 2nd- flash, levitate; 3rd- permanent disk, suggestion.
            M-U (Raptorrian)- Level 11- HP 28, AC 8, #AT 1, Dam special, Align CN. Potion (animal control-mammals), Potion (levitation), Dagger +5, Staff of Striking (27), Cloak of Elvenkind, Cloak of Displacement. 880 gp. Spells: 1st- nystul's magic aura, jump, push, comprehend languages; 2nd- shatter, rope trick, air mirror, flash; 3rd- flame arrow, protection from normal missiles, feign death, infravision; 4th- hallucinatory terrain, remove curse, fumble; 5th- teleport, cone of cold, monster summoning III.
            Fighter (Pommertran)- Level 11- HP 61, AC 4, #AT 3/2, Dam weapon, Align N. Dagger +7, Potion (healing), Potion (fire resistance), Brooch of Shielding, 3 Javelins of lightning.
            Monk (Trasputos)- Level 7- HP 20, AC 2, #AT 3/2, Dam 3-9, Align LE. Ring (protection +3), Crossbow of Speed. 63 gp.
            4 Men-at-Arms- 4, 3, 4, 6.
122) 10 Piercers- 1HD- 7, 7, 8; 2HD- 10; 3HD- 8; 4HD- 18, 19, 10, 13, 21.
123) 6 Wights- 22, 18, 22, 23, 18, 20, 4000 ep, 2000 gp, 5 gems.
124) 2 Stone Giants- 49, 44 and 2 Cave Bears- 37, 33, 1000 ep, 7000 sp, 2000 gp, 6 gems.
125) 5 Giant Trolls- 45, 40, 43, 35, 31, 7000 cp, 3000 sp, 5 gems, 3 jewelry.
126) Empty Cavern.
127) A Lawful Evil Magic-User is walking north. Aerdinnodi- Level 13- HP 36, AC 8. He has a Potion (healing), Potion (extra-healing), Potion (polymorph self), Potion (Fire resistance), potion (speed), Staff of Striking (54), Scroll (3rd- water breathing; 4th- plant growth; 5th- passwall), Boots of Speed, Potion (oil of etherealness). 260gp. His spells are:
1st- read magic, magic missile, shield, identify, frost fingers;
2nd- wizard lock, flash, knock, esp, rope trick;
3rd- lightning bolt, suggestion, protection from good 10' radius, dispel magic, phantasmal force;
4th- dimension door, minor globe of invulnerability,
polymorph self, wall of fire;
5th- conjure elemental, passwall, teleport, wall of force;
6th- disintegrate, death spell.
With him is a Hellcat- 35 and 3 7th Level Fighters:
            Fingophlos- HP 70, AC 3, #AT 3/2, Dam weapon, Align LE. Hammer +2, 490 gp.
            Pa-perastor- HP 70, AC 2, #AT 3/2, Dam weapon, Align LN. Mace +1, Potion (invulnerability), Sword +1, 3 javelins of Lightning, 630 gp.
            Watterressu- HP 70, AC 2, #AT 3/2, Dam weapon, Align CE. Javelin +2, Ring (mammal control), Mace +1, 770 gp.
128) A Vortex- 10.
129) 4 Carrion Crawlers- 15, 6, 17, 15, 4000 cp, 4000 ep, 2000 gp.
130) 19 Ogres- 24, 21, 21, 21, 17, 26, 20, 13, 20x11 and 5 females- 12, 11, 18, 13, 18 and 5 young- 3, 1, 1, 1, 1, 7 gems, 1000 cp, 3760 gp, 3 jewelry.
131) A Nycadaemon- 90, 30 gems, Potion (healing). his name is Adimar but he calls himself "Skull Crusher".
132) Rubble seals the entrance to Adimar. it will take 1 hour to dig through in which time Adimar will be ready.
133) 5 Wraiths- 26, 22, 20, 27, 27, 12000 sp, 2000 gp, 4 gems.
134) A Retriever- 43 is looking for the Nycadaemon "Skull Crusher" (Adimar). the Retriever also has 1000 gp, 26 gems, 12 jewelry, Periapt of Health, Sword +2, Scroll (1st- hold person; 2nd- web; 3rd- suggestion; 4th- ice storm; 5th- acid rain; 7th- powerword (stun); 8th- polymorph any object).
135) Tunnel to Module D1-"Descent into the Depths of the earth". Use the first passage at a a steady decline, Then use encounter D3. From there use the second then third passage. Then take out the module="Caverns and Warrens of the Troglodytes" in Module D1. From there the only way out is the way they came in.
136) 4 Xorn- 31, 42, 40, 33, 2000 ep, 20 gems, 6000 gp, Potion (sweet water), scarab of Protection.

August 1, 2012

Dwarven City of the Black Mountains - Level 2

This is a 5 Level dungeon and former dwarven city. It has over 155 rooms. I'm not sure how long ago it was written but it is for 1E. My dungeon design has come along way since those early days, but the overall design still makes for a good layout of a dwarven city...even if the actual encounters don't work. I think the original design was that a dragon had taken over the city and allowed various denizens to inhabit it as well. I'll be posting the entire dungeon over the course of the week.




Level 2
30) Stairs to Level 1, #24.
31) Sentry Post. Empty.
32) Stairs to level 3, #93. 10 Gnolls- 5, 16, 9, 15, 7, 3, 12, 9, 11, 4, 7000 cp, Potion (water breathing), Potion (extra-healing), Potion (philter of persuasion), Potion (delusion), Potion (sweet water). If in trouble one will try to run to room #43.
33) Swinging Doors.
34) New Construction.
35) Stairs to Level 4, #137.
36) Gem Cutter's Rooms. Each room will have an uncut gem on a table and there is a 50% that there are two such gems in the room. In the chest there is 3-36 pp.
37) A Tween- 8 without a host is standing here looking for a new host.
38) A Gorbel - (See Fiend Folio) is looking for prey.
39) Gem Cutter's Room. 15 Ogrillon- 9, 13, 15, 14, 9, 7, 11, 2, 7, 9, 9, 8, 10, 13, 11, 1000 cp, 1000 sp, 2000 gp, 4 jewelry.
40) 2 Cockatrices- 21, 11, 5000 gp, Potion (speed), Manual of Puissant Skill at Arms, Rug of Welcome.
41) 17 Gibberlings- 3, 3, 3, 2, 8, 4, 4, 7, 5, 2, 8, 1, 2, 4, 7, 7, 7, 5000 sp, 2000 gp.
42) 7 Flumps- 12, 6, 9, 10, 9, 13, 8 are floating here.
43) 8 Flinds- 19, 12, 11, 11, 7, 13, 7, 19, 10 gems, 10 jewelry, 100 pp, 2000ep, Vacuous Grimoire, Wand of Wonder. If in trouble one will try to run to room #32.
44) 10 Kobolds- 4, 2, 4, 3, 1, 2, 3, 4, 2, 3.
45) Master Miner's Rooms. In each chest there will be 2-24 pp.
46) 5 Wererats- 9, 21, 19, 11, 11, 2 gems, 1000 sp, 2 jewelry.
47) A party of adventurers are walking west. See the chart in the DM Guide, page 63, to see how they react (add 10% to the roll):
            Monk (Castard)- Level 6- HP 16, AC 15, #AT 3/2, Dam 2-8/weapon, Align LG, Ring (mammal control), Javelin +2, Ring (protection +1), 60 gp.
            Fighter (Bardon)- Level 10- HP 64, AC 2, #AT 3/2, Dam weapon, Align CN, Potion (extra-healing), Potion (polymorph self), Mace +1, Sword +1, 1000gp.
            Fighter (Trappond)- Level 7- HP 39, AC 4, #AT 3/2, Dam weapon, Align N, 1050 gp.
            Thief (Purtron)- Level 11- HP 47, AC 4, #AT 1, Dam weapon x4, Align NE, Ring (protection +1), 4 Bolts +2, Dagger +3, Bracers of Defense (AC 4), Cloak (elvenkind), 1100 gp.
            Fighter (Campton)- Level 8- HP 52, AC 2, #AT 3/2, Dam weapon, Align NG, Cloak of Displacement, 960 gp.
            4 Men-at-Arms- 2, 3, 6, 5.
48) 7 Ghouls- 10, 10, 8, 7, 3, 8, 5, 3000 cp, 3 gems, Scroll (1st- find familiar; 2nd- fools gold, levitate, knock; 8th- permanency).
49) An Iron Cobra- 8 is guarding a chest which contains Ring (mammal control), Potion (healing), Scroll (protection from magic), Ring (invisibility), Scroll (2nd- detect evil; 4th- monster summoning II; 7th- duo dimension), 1050 gp. To deactivate the Cobra the word is "down" and to reactivate the word is "up". The chest has a Fire Trap on it.
Each round check (50%) if the Cobra's master appears. The Cobra's master (Burcardon) is a 15th Level M-U. His alignment is LE. His AC is 9. These are his spells:
1st- magic missile, mending, message, protection from good, shocking grasp;
2nd- ray of enfeeblement, darkness 15' radius, detect invisible, levitate, magic mouth;
3rd- invisibility 10' radius, hold person, protection from normal missiles, fly, infravision;
4th- monster summoning II x 2, minor globe, ice storm, fire trap;
5th- passwall, mordenkainen's faithful hound, stone shape, hold monster, wall of iron;
6th- control weather, monster summoning IV;
7th- limited wish.
50) 6 Giant Bats- 3, 1, 1, 2, 2, 3, in the dung there is 1 Rotgrub- 1.
51) 5 Dire Corbies- 9, 10, 9, 9, 9, 15 gems.
52) 2 Leucrotta- 27, 24, 2000 gp, 3 gems. One leucrotta will be under the covers moaning in a female voice and when the party investigates the second leucrotta will charge from under the table.
53) 1 Shrieker- Will attract #64.
54) 2 Shriekers- Will attract #56 & #63.
55) 13 Shadows- 16, 18, 16x11, 3000 sp, 1000 gp, potion (healing), Ring (delusion, Tome of Leadership and Influence.
56) 2 gas Spores-1 each.
57) Grell- 23. 2 gems, 4000 gp.
58) 2 Garbugs, Violet- 15, 11, 4000 cp. They will be hovering near the ceiling and then will attack.
59) 7 Hell Hounds- 25, 17, 11, 13, 30, 19, 18, 2000 ep, 2000 cp, 4 gems. They are 5HD creatures.
60) 16 Qullan- 13, 10, 10, 10, 5, 13x11, 600sp, 30 pp, 2 gems.
61) 2 Cockatrices- 24, 32, 6000 sp, 1000 gp, 5 gems. There are 3 stone statues of men attacking. They are victims of the cockatrices.
62) Miner's Rooms. Each chest contains 2-5 pp.
63) Toilet. From the holes 5 Carrion Crawlers- 15, 17, 17, 7, 16 will attack. 3 crawlers for the top hole and two for the bottom hole. littered around the area there is 6000 sp, 3000 ep, 6 gems, 1 jewelry.
64) A Giant Poisonous Snake- 23 is traveling west.
65) 2 Shambling Mounds- 32, 43, 3000 cp, 1000gp, 4 jewelry, Potion (fire resistance), Eyes of Petrification.
66) A Lurker Above- 51 will attack if prodded or if at least 3 creatures enter the room. Also in the room is 5000 gp, 6000 sp.
67) A Sheet Phantom- 13 will drop from the ceiling (near the door)and try to envelop a character. A lump is under the bedcovers.
68) Lair of an Apparition- 30. Also in the room is 4000 sp.
69) The Apparition will appear through the door when characters are outside the door. Will attract #70.
70) A 10th Level M-U lives here. Darmattrus, HP 27, AC 7, Alignment NG. He will attempt to parley if no immediate hostile action is taken. He will offer to join the party. His spells are:
1st- mending, light, friends, identify;
2nd- scare, knock, rope trick, wizard lock;
3rd- haste, invisibility 10' radius, feign death;
4th- polymorph self, minor globe of invulnerability;
5th- phantom stalker, monster summoning III.
His Phantom Stalker- 24 will take all command quite literally because he was conjured several weeks ago. The M-U has 300 gp, Potion (speed), Potion (fire resistance). Scroll (2nd-forget; 4th-hallucinary terrain), Ring (protection+1), Ring (protection +3), Scroll (2nd-scare; 5th- feeblemind; 9th meteor swarm), Bag of Tricks.
71) 15 Ghasts- 25, 16, 21, 19, 14x11, 8000 cp, 3000 gp, 3000 pp, 9 jewelry, 12 gems, Potion (oil of etherealness), Potion (philter of persuasiveness), potion (philter of love), Potion (extra-healing), Potion (esp).
72) An Enveloper- 11, 8000 cp, 3 jewelry. The treasure is littered around the bed.
73) 14 Wights- 27, 12, 21, 12x11, 6000 sp, 2 jewelry.
74) 12 Stirges- 5, 5, 6, 8, 2, 3, 7, 7, 2, 3, 6, 8, 8000 ep, 200 gp, 3 gems.
75) A Kamadan- 20 with 5 heads and 8000 sp, 1 jewelry, Sword +4, scroll (2nd-detect invisibility; 3rd- invisibility 10' radius, monster summoning I)
76) Mess Hall. 4 Wyvern- 33x4, 8000 sp, 6000 ep, Morning Star +1, Boots of Speed.
77) Kitchen. There is nothing but moldy food stuffs in the cabinets. On one of the tables is a jar labeled (in dwarf) "Garbage". If this jar is opened a disgusting smell wuill escape and all failing their saving throw vs poison will be to do nothing for 1-10 rounds.
78) Store Room. Contains 5 Hook Horrors- 24, 24, 27, 19, 26, 4000 sp. Also in the room are casks of potent wine (+10%) and crates of moldy food.
79) Starting here you start to hear the Hook Horrors' clacking.
80) Game Room.
81) Bath. The bath water is now old and stagnant. 3 Blood Worms- 6, 36, 19, 9 gems.
82) Library/Lounge. For every 2 hours searching there is a 25% chance of finding a magical book.
83) Museum. On the walls are paintings of dwarves doing brave deeds. The east wall shows some dwarves holding off an attacking dragon at the gates. The north wall shows a mound of treasure full of coins and all types of other things. the south wall is all black except for a huge glowing gem which is painted in the middle of the wall. The west wall shows a mountain and a road dwindling away.
84) Storeroom. Contains a Coffer Corpse- 13, 6000 ep. There are very old blood stains on the floor. Also in the room are mining utensils (picks, etc).
85) Storeroom. Contains 4 huge Spiders- 15, 5, 12, 8, 3 gems, 96 cp, 24 pp, 40 gp. the spiders will rush out from behind some crates they have built up.
86) M-U Room. Chest contains 1-12 pp.
87) M-U Workroom. Nothing of value.
88) M-U Room. 4 Manticore- 27x4, 5000 ep, 3 jewelry.
89) M-U Workroom. Nothing of value.
90) M-U Room. 4 Giant Trolls- 28x2, 35x2, 1000 ep, 3 gems, 2 jewelry, Shield +2.
91) M-U Workroom. a Potion (extra-healing), Potion (polymorph self), Dagger +4.

July 31, 2012

Dwarven City of the Black Mountains - Level 1

This is a 5 Level dungeon and former dwarven city. It has over 155 rooms. I'm not sure how long ago it was written but it is for 1E. My dungeon design has come along way since those early days, but the overall design still makes for a good layout of a dwarven city...even if the actual encounters don't work. I think the original design was that a dragon had taken over the city and allowed various denizens to inhabit it as well. I'll be posting the entire dungeon over the course of the week.




Level 1
1) Gate Guard's Room. Each chest contains 1-10 pp.
2) Gate Keeper's Room. Against the east wall there is a turn cable which lowers the gate at #2A; the gears are rusted solid but if the rope which runs from the turning handle and disappears into the ceiling is cut the gate drops.
2A) If the gate is dropped, which can only occur by actions from the characters (See #2), add a -25% to all bend bars and -50% to all lift gate percentages.
3) Entrance Hall. there is a fountain in the middle of the room but it no longer works.
4) Secretaries Antechamber. Nothing of value can be found.
5) Toilet.
6) Bathhouse. Stone benches line the wall and in the middle of the room is the nonfunctioning bath.
7) Guest Rooms. Nothing of value to be found.
8) Secret Meeting Room.
9) Dining Room. There is a table on its side against the south wall. Contains 3 Dragonne- 43, 56, 64. 2000 ep, 1 jewelry, Potion (extra-healing), Potion (super-heroism(F)), Potion (polymorph self), Potion (poison), Scroll (protection from elements), Scroll (3rd-protection from normal missiles), Scroll (5th-passwall).
10) Throne & Reception Room. Contains 4 Ettin- 40, 39, 56, 70, 3000cp, 1 gem, 6000 gp.
11) King's Room. Contains 12 Ogres- 17x6, 20x6. 2 gems, 4000 sp.
12) Sentry's Post. Contains an orc- 2, which will alert the Ogres by way of bell.
13) Stairs to Level 3, #92.
14) Lounge. Contains nothing of value.
15) Kitchen. Contains 19 Bandits- 1, 4, 1, 6, 4x11, 2, 3, 5, 6. 3000cp, 200 pp.
16) Servant's Rooms. Nothing of value to be found.
17) Closet. Nothing of value to be found.
18) Storeroom. Contains barrels of red wine and crates of moldy food. The only edible things are the barrels of red wine. Contains 4 umber Hulks- 40, 32, 46, 43. 3000gp, 7 gems, Ring (protection +1), Shield +5, Cloak of Protection (+2), Scroll (3rd-flame arrow, dispel magic, fly, 7th-delayed fireball).
19) Barracks. Each chest contains 2-5 pp.
20) Olymph's Room. This officer has 2-24 pp in chest. Against the eat wall there is a Cloak of Protection (+3), 6 Arrows (+3).
21) Draccor's Room. This officer has 2-24 pp in chest. Figurine of Wondrous Power (onyx dog), 4 Javelins of Lighting, Sword +2 Nine Lives Stealer. On the desk there is a note which reads, "Draccor, There's a little trouble at the mines so be prepared to send a few men down." The paper is old and when it is picked up it will crumble.
22) Soldiers Lounge. Contains 12th level Vampire- 40, knows the following spells: 1st- magic missile, message, jump, light; 2nd- knock, strength, esp, rope trick; 3rd- hold person, infravision, phantasmal force, slow; 4th- fear, dimension door, fumble, ice storm; 5th passwall, magic jar, conjure element, hold monster; 6th- disintegrate. Also in the room: 9000 gp, 1 jewelry, 100 pp. 5 decaying female bodies little the place.
23) Armory. Contains suits of armor (dwarven size), shields (the size of targets for larger size humanoids) and assorted weapons. Against the south wall there is a rack which contains Warhammer (+2), Battle Axe (+3).
24) Stairs to Level 2, #30.
25) Crom the Advisor's Room. In the chest there are clothes, 50 pp, Potion (healing). On the smallest table there is a Wand (magic detection). In the smallest table (in a locked drawer) there is a Tome of Clear Thought. Upon the second largest table lies a Deck of Many Things and upon approaching it a voice will be heard, "Take a seat and pick zero to four cards and see how fate changes. How many cards would you like?". Now have a character identify the cards and tell what can to the other characters if they take a card. After 1 round of pause the voice (an unseen servant) asks again until answered then he asks another character. when asking another character a wooden stick floats up and points at that character.
26) Crom's Workroom. On the table there is a pair of Wings of Flying.
27) Contains all types of books including a Libram of Gainful conjuration, Libram of Silver Magic, Manual of Bodily Health, manual of gainful Exercise, Manual of Golems (each type), Manual of Puissant Skill at Arms, Manual of Quickness of Action, Manual of Stealthy Pilfering, Tome of Leadership and Influence, Tome of Understanding. For each turn searching one book will be found.
28) Recharging Center. Upon entering this room all rechargeable items will be recharged. A heavy beam of light will appear between the charger (which is against the west wall) and the chargee.
29) Museum. Contains animal heads, broken shields & weapons, and other such tings. In the middle of the north wall is an owlbear's head worth 2 gems instead of eyes. Contains 10 Wights- 21, 20, 23x8, 10000 gp, 5000 sp, 2000 ep, 3 gems.

July 24, 2012

Make an NPC Memorable, Even When They Aren’t There


There has been a lot of really good advice on how to make an NPC more memorable. But one significant way not usually covered are the various methods to do so even when the NPC is not present to interact with. Sure, throwing a unique accent on an NPC will help make him memorable, but what happens when the NPC is not there to talk with his unique accent? Nothing…at least nothing that will make the NPC remain memorable.

However, there are ways to keep reminding the players of specific NPCs. Following are a few ideas that can be used to accomplish this. By way of example, I’ll use the NPC, Ragnar Silverbane, to illustrate how these techniques can be used.

-Have other NPCs talk about the NPC.
“I heard Ragnar Silverbane just sold a large amount of used weapons he and his company recovered from the orcs to the militia. I wish I could come into a tidy sum like that.”

-Make the NPC a legacy of history. Maybe an ancestor of the NPC was famous in history. Maybe tangentially one of his ancestors was named in something the player characters are researching for some other adventure.
While researching the Ruins of Wrath before exploring them, the PCs discover that the engineer who designed the ancient watchtower was Rochard Silverbane, great grandfather to Ragnar Silverbane.

-Coincidence. In the real world there are multiple John Smiths. In fact, where I work among the 40 employees there are 4 Davids, 2 Gerrys, 2 Judys and 2 Bills. Having another NPC appear with the same first or last name will create a connection with the first NPC, even if the two have absolutely nothing in common.
 While in another city, the PCs meet a blacksmith named Ragnar Cooper.

-Exploit and share his unique feature. If the NPC has a unique feature, such as a distinctive hat, have another NPC wearing something similar. If the NPC has a unique voice, make the voice not so unique and let another NPC have a voice that is similar.
“The Captain of the Guard is wearing an unusual hat. It looks similar to the hat you’ve seen Ragnar Silverbane wear before. Only the Captain is wearing a red feather in it instead of a black one.”

This advice is best used for an NPC that will eventually have more impact in your campaign than a passing NPC. Sure, you could keep reminding the players about the existence of the local fishmonger, but if he is not going to be used in any future adventure it is best to save these techniques for another NPC, one that will be showing up again and moving the campaign along.

July 20, 2012

5E Friday

-The analysis of 5E is shifting again. Before the playtest material was released people were all doing analysis about what-might-happen. They were nitpicking WotC comments (Legends & Lore, Rule-of-Three, WotC blog posts) trying to understand what 5E was going to be. And because such comments are disconnected from any actual system they get misconstrued and over-analyzed. People fear that WotC will "destroy" that which they love, D&D, and thus if they see anything that even hints at such a "destructive blow" they panic and lash back, trying to stop this "destruction".

When the playtest materials were released, analysis changed to the actual system. How did the system feel? How did Advantage work? How fast was combat? All sorts of questions were asked and answered...all based on system material. However, because the material was incomplete it still led to some analysis of what-might-happen.

And now we are back to full-time analysis of what-might-happen. There has thus far been no new system material. The analysis of the initial playtest material has run its course. People have said all they have wanted to up to this point. In fact, because the palytest material was incomplete some people are reluctant to say anything. We are back to "I can not comment on 5E because it is not complete."
And WotC is saying "Wait and see. We have made changes. It will all make more sense when you see more of the system." But until then people have nothing to discuss except what-might-happen. We are back to WotC comments and the uncertainty that brings with it. And with that we have more fear of what-might-happen.