Showing posts with label dungeons. Show all posts
Showing posts with label dungeons. Show all posts

Friday, December 27, 2024

Isle of Dread - Sea of Dread

 

So the party is on the 2 to 3 week journey across the western ocean, heading to the sea of dread to adventure on the Isle of Dread. At the border of the sea of dread is a very large area that has a massive seaweed forest beneath the waves operating large blankets of floating seaweed on the surface. This area is known about, so the captain of the ship is aware of it. Not just a dangerous area because of potential large ocean wildlife that could attack, but ships tend to get stuck in these great blankets of seaweed, but it’s the time of year, early summer, where the seaweed breaks up for a while. So rather than take the three or four extra days to circumvent the area its decided to travel on through it.

And not long into that first day a ship that has been stuck in seaweed for a couple of weeks is encountered. The journal label will eventually find when they get in there says thusly..

Last date: two weeks ago

“This is first mate Prellis. I continue this ships log post death of our respected Captain Barrat. We remaining crew of The Black Gull, proud buccaneers of the West Pacific trade routes, are wounded and out of food and fresh water are fading fast. While looking for our own prey, We came across an Ottonese vessel far from its home waters, full of foreign pirates, and found ourselves in conflict with the devils on these most remotest of waters. They blasted our lowest back deck with a strange fiery missile from a cannon with the visage of a devils face. Then they came aside and we took to a brief man to man battle on our main deck. Our dear captain fought with the ferocity of 5 men, but he was felled by a backstabbing attack. The rest of us bravely rallied and the intruders retreated to their ship, preparing another cannon blast. We have no cannon, but we do have Silas, our ships wizard, who summoned a thick fog to cover our limping escape.

We were not pursued, and we soon knew why. It was nightfall, and in the chaos we forgot we were near the great seaweed rivers. We immediately got stuck in the thicker mats of the green weeds. With our lower level taking on some water. we cannot hope to escape. To get free into the open water would mean the Black Gull shall sink fast. We are slowly dying now of thirst, great hunger, and festering wounds. We have left the ships warchest in the cargo hold. Though the hold is more and more exposed to the sae, we care not. What good is coinage to the dying?

Last date: one week ago

I am the last alive, and my nightmarish thirst and hunger will soon do me in. Over a handful of days those of us left thought we could hear the captain's voice. Telling us we will rise again and once more wreak havoc on all living things. They say the seaweed forests are a place those who die may rise as the angry and jealous unliving. Is this how we brave seadogs of The Gull go into the darkness?

Now I alone can hear. I thought I saw him, a ghastly and foul figure. He said I will soon be at rest but shall rise again to hate all life. What a fate. What gods of good would allow this? "

Trapped in seaweed, undead and giant octopus haunted,
and waiting for characters to enter. 



So this western pirate ship was attacked by an eastern (Asian) pirate ship. Wounded and stuck in the seaweed they eventually are all dead and are now undead. Several zombies and the captain has become a wight. They await any living beings to enter the crew deck for them to destroy out of the hatred they now have for the living.



Once in there, the zombies all failed their saves against the turn from the Dragonborn cleric. But the white stepped up and is a little more powerful than typical so he put up a good fight. Also, since I’m treating the ship sort of like a haunted house every turn a barrel or a bunk would get thrown at a character. but they took care of everything quite easily then they made their way down to the cargo deck, which was partially open to the sea. Clearly the seaweed blanket was holding the ship up and keeping it from sinking the last couple weeks. But as the seaweed’s been breaking up, it’s getting a bit dangerous do to the breach. But the journal says the ships war chest is down below so down below they go. 

cool animated water effects (you cannot see)





So in the cargo hold an octopus has been accessing through the breach caused by and enemy cannon. As the ship is tipping a bit it is at a slant and the water around where the octo hangs out is about 10 feet deep. I used tentacles from the free online image library that I could stretch out to grab at characters. 


Gotta put on pants for the island. Centipedes
and other stuff can crawl up into your biznezz..

                                                    


The female Tiefling bard was caught, and with bad rolls was in real danger of being dragged under by the now wounded octopus. That is an instakill.

One of two drow who are on this trip. Going
to the tropics at the beginning of summer. It will be
bright and sunny a lot of the time. Smart. 

spring fishing look


but Jevan the drow coastal ranger jammed over, using a potion of freedom of movement and used his extra on Spira to free her. The octo sucked itself back through the breach to escape. This violent action of course caused the ship to go into full sinking mode, but they made it off the ship with the chest loaded with pirate treasure. They will open it up to find lots of gold and stuff beginning of next game. 

In the city sessions and this ocean voyage I have been using small random tables with like 3-5 possible encounters. For the city I would have items that had to do in part by what was going on in the campaign so far. Maybe an enemy or gang members they previously dealt with, or an NPC. For the sea voyage it was just this stuck ship encounter, a sahaguin attack during a storm, or a dragon turtle. I had maps and info to do any of it, and kept the details as basic as possible. I can always use one of these other encounters on the trip home. 

So next session its arrive at the island. Unless I feel like tossing another sea encounter in there haha.

Cheers. 





Tuesday, October 16, 2012

Downfall of the classic dungeon?


As a kid back in the day, the classic dungeon environment as presented in OD&D (specifically the LBB’s  plus Greyhawk and Blackmoor in my case) was just enticing and drool inducing in it’s morbidity and weirdness to a young boy. All that stuff designated modernly by Philotomy as part and parcel of “The Mythic Underworld” was attractive to somebody who grew up with at least a sprinkling of Tolkien and RE Howard in their lives. Playing characters going down into those bafflingly magical and active deathtrap monster lairs just seemed to hit a fanboy nerve, and especially early on these eerie locations gave a genuine thrill of the possibilities of mystery. Non-TSR takes on dungeons, like those by Judges Guild, added to that simplistic yet inspiring concept. Just the thought of these things existing in the game world seemed so cool.

The mystery unwove fairly quickly as the teen years moved on, and the new real life mysteries of older social interaction, with girls or sports involvement or whatever, became what was exciting. Sure, D&D stayed in my life as I headed into adulthood, but the unreality of classic underworld gameplay gave way to a more romanticized notion of high fantasy. I had no idea newer editions of the game were doing this as well; I attribute it in my case to mid teens when we started having girls in our games, and our female players seemed to only have so much acclimation to weird and brutal underworlds. They weren’t as down with “fantasy underground Vietnam” gameplay as the guys.

NPC interactions and more epic gameplay seemed to be the evolution in all the genres I ran, and I sure went along with that. Characters in my games became more involved with the NPC’s of the big cities, such as royalty and the military and their intrigues, and when they went into a dungeon it was usually the catacombs beneath the city. My love of locations (city or ruin) set in the midst of howling wildernesses, Judges Guild style, was fading. My love of comic books and movies sort of took over, and the interactions of characters and other thinking beings became more dynamic. Slaying slimes and oozes in the lonely and dark corners of the world would become more infrequent.

When I started the current group (almost exactly 4 years ago), my intention was to eventually get them to a classic dungeon I was working on (I had yet to hear the term “megadungeon”), but eventually I aimed the campaign at The Night Below module, which is not exactly classic. Yeah, I forced things in an epic direction.  But with the group, and a couple of times outside it, I did some classic dungeon runs with the LBB’s for some players, and they went really well. Though my regular group seemed to find it quaint and fun, I think they really wanted meatier game play, such as my 1st edition games, provided.

At this point, though it seems to still have rabid admirers, I have more or less fallen out of love with that weird, gonzo classic dungeon concept. I perk up when I read about somebody liking the modern OSR influenced dungeons such as Anomolous Subsurface Environment or Barrowmaze, but when I actually see snippets of these megadungeons (not necessarily those two mentioned, but in general) I am usually less than impressed. Minimalistic descriptions (6 orcs; 200 GP) for rooms, and dungeon dressing that does not inspire seem to be the order of the day. But hey, that is what a classic dungeon is all about, right?

As anybody reading this probably knows, Grognardia James’ Dwimmermount dungeon, a recent surprise hit on Kickstarter (close to 50 grand in profit), has been getting some gameplay and a few early reviews (the entire dungeon has yet to be finished). A lot of reviews from fairly moderate sources have not been good. A lot of the dislike seems to be in the presentation of those classic old dungeon tropes that James has been so enamored of and blogging about for years. Empty, dusty rooms with no real function having to be explored and searched. Minimalist room occupant description such as the orcs n’ gold combo mentioned above. Dungeon dressing with no interaction or function. Not exactly inspiring.

See, none of that gives me those kiddy thrills anymore, and apparently others who actually paid for that dungeon agree. I read Grognardia for a couple of years faithfully, and the recounting of Dwimmermount game sessions was probably part of why I was no longer reading every day. No knock at James; I only started this blog, my first and only, when I heard him on some podcast I listened to through dumb luck, and checked out his blog and saw old modules I loved being talked about. But man, the later old school gameplay presented in session reports did not exactly draw me in like I guess it has some others. The Gygaxian mandates and strict adherence to them became a turn off. I actually had a chance to briefly explore the early Dwimmermount in the ill fated thread sessions James started on OD&D Discussion, but that didn’t get far. James dropped that like a hot potato around week two, with no explanation or apology. But hey, those forum play by post sessions tend to be kind of a clusterfuck anyway. Maybe that’s why James jumped out the bathroom window and never looked back.

So am I the only one who has tired (again) of this classic D&D dungeon play? Is the whole mythic maze-underworld something that has popped up as some sort of delayed nostalgia? On forums such as Dragonsfoot, the humanoids are still constantly bleeping and durping about this or that aspect of classic dungeons with childlike glee. Minimalist description dungeon locations the size of Disneyland still seems to be the wheelhouse of the so called “OSR.”

But I got bored of it twice in my life. I doubt there is going to be a third. When I get back on 1st Ed AD&D (been focusing on other genres for years now), probably next year, it’ll be back to epic adventure and high fantasy, not counting up copper pieces found in rat nests and searching every square foot of the walls in empty rooms.