Showing posts with label wraith overlord. Show all posts
Showing posts with label wraith overlord. Show all posts

Thursday, March 24, 2011

Tegel Manor Dynasty




Tegel Manor is one of those love it or hate it old school items. Even by Judges Guild standards, it was an especially wacky and crazy funhouse dungeon. It’s so chock full of wild shit (a huge undead, demon, and monster population in a relatively small area), it has the almost random feel of something written up on a weekend of heavy marijuana usage. I mean, just the butler in one of the front main rooms is described as a “Balrog Ghost.” That seems so random. And do demons like Balrogs even have ghosts when they die? Don’t they just go crying back to hell when you kill them?

I guess I can’t throw stones. I added even more weird crap to the mix as a very young teen with this. I had Green Warhoon Martians with radium rifles in one of the big rooms off the main ballroom, and pretty sure I had some kind of robot created by a mad scientist roaming around as well. As I got a bit older, I stopped trying to use it as a dungeon to be explored, and used it here and there over the years mostly as a mission based location. Characters arriving to find an item lost in the Wizard Tower or something, and only moving into a small area of the Manor and then leaving.

In these OD&D games I’ve been doing here and there since last year, I’ve thought about Tegel a bit more. I think all those old Dark Shadows episodes I’ve been watching on Netflix have affected me.

I thought of using the super-haunted house for these sessions, but the problem was my OD&D games are set around 200 years prior to the current time period of my 1st edition game setting. So rather than expect that the manor has been around in maximum haunting form for several hundred years, I thought that it might be interesting to check out the manor and the surrounding area before it was taken fully over by evil and the Tegel family (yes, I do not use the name “Rump”) more or less died out. A sort of Tegel supernatural soap opera like Dark Shadows.

I decided that the evil curse on the house/land began very early on in its existence. That even the first few generations knew something was wrong, and minor haunting went down. The house grew in size from additions, and the family carried on, despite certain cries, screams, moans, and whimpers from older parts of the mansion at night. And the people of Tegel Village carried on as well, generation after generation being used to weirdo happenings.

So I took four family members from portraits that were together in the list: Lady Rubianna, Riven, Rotcher, and Ruang. I don’t believe the 1-100 portraits are in fact linear and meant to be taken as having been in order of family members as they came along, but I thought it would be easier to take some who where next to each other in the list. I kind of also went with the description in that entry to some degree, thus “Rotcher the Radiant” is a handsome, charismatic, and fun loving person while alive. Here’s the family members in question and what I did with them for the current, living lords of Tegel.

Lady Rubianna: Mother of Riven, Grandmother to Rotcher and Ruang. Fled the mansion as a young lady 20 year ago, to have her child Riven in the big city of Tanmoor.
Lord Riven: when he reached adulthood, took his mother back with him to Tegel to reclaim the birthright. Brought loyal Tanmoor butler “Slappington” as well. Married a local girl soon after returning, and had two boys, Rotcher and Ruang

Rotcher and Ruang: Riven’s children with his wife Rhian (who has no Tegel Manor portrait). Rotcher is happy and handsome, Ruang is dark and brooding, taking delight in the suffering of things. Rotcher is a hit with the other local teens, and on Friday nights Riven lets a chaperone (in this case Terry’s elvish fighter/MU “Rose”) take them on an outing to the Tegel Tavern.

There are portions of the mansion that are now very haunted, and dangerous for strangers to wander into it. Even for Tegel family members; Lady Rubianna one day wandered into the East Wing, and was possessed by the vampire portrait of an ancestor when she stopped to admire it. Since then she has laired in a nearby sea cave, and has been gathering undead to pester the land.

So with Terry’s Rose character in place working for Lord Riven as a bodyguard to the teens, the rest of the party are a group of adventurers passing through on their way to the big city. This particular one-shot (more or less) is supposed to be telling a story to a degree, so a bit of a railroad job compared to my dungeon sessions for OD&D. So I just thought that a couple of decent role-play situations, combined with some breezy location based fights, would fill up the session and give me some good “phone it in” ease of DM’ing in a semi-public setting. Nothing too complicated for me, or ponderous for the players.

So after camping near some gypsies, and getting their fortunes read (including some semi-vogue warnings of what might be in store in Tegel), the party came up on the village proper. They passed the large monestary that is to the north on the Tegel area map, but alas there was no monk character so didn’t feel compelled to get them to go there. They decended upon the town hollow, and found zombies prowling the town square in the rain. Nice combat (wherin one character almost died, but I decided to go for -10 and die rather than the -5 I had been using for OD&D), and got the party involved in Rose and the Tegel kids who were at the tavern on their Friday outing. So a bit of tavern role-playing, with the happy go lucky teens of Tegel hanging out with Rotcher and Ruang, and the older townsfolk brooding in their beers over strangers and walking dead being afoot.

Lord Riven came with some guards from his manor eventually (the characters learned that the local constabulary were cowardly Keystone Cops who rarely showed up when there was monster trouble) to investigate the zombie fuss, and offered the PC’s a job. In the less-haunted part of Tegel Manor, Riven had butler Slappington serve drinks, while he and his wife skittishly told of the mother possessed, and the need to stop her haunting the area for the sake of the Tegel kids if not the village folk. The party agreed, and went to spend the night at a two-story several room guest house nearby.

The PC’s took up residence in some of the rooms and the lounge, falling asleep to the occasional howl or spooky laughter from the haunted parts of Tegel Manor across the way. The vampiric Lady Rubianna came to Rose in the master bedroom, and offered her info on some of her own family secrets (Rose came to Tegel because her uncle had mysteriously died in service to Riven and the family) if she convinced the party to leave Tegel. She fled the guest house before summoning a hoard of rats to attack all in the house. That was a fun little scramble, with PC’s fighting rat packs as a thief character ran around behind the scenes using secret passages in the walls.

The next morning it was off to the sea cliff, where before the stairs down to the waves they had to pass a local mausoleum. A small hoard of skeletons, led by a couple of wights, came pouring out of the mausoleum to combat the party. The cleric of St. Cuthbert tried a bit of turning here and there, but the battle was ultimately won through cold steel and elbow grease. Fun fight.

Then down into the caves, to first face Rubianna’s Wraith, then on to the lady herself. It was a fairly quick battle, as the cleric used hold person and the save was failed. I know, I would probably not let a hold person work on a full vampire, but Lady Rubianna was still alive and human, just possessed by the vampire spirit. After a bit of treasure looting, the group dragged Lady Rubianna out to the daylight, where the ancestor spirit retreated back to its portrait, and Lady Rubianna was cleansed of evil and returned to her family. Happy little ending to a nice little session.

I’ve really loved this idea of a Dark Shadows inspired Tegel Manor prequel setting, and I’m for sure going to do more with it. Plenty of opportunities for chilling adventures as the current tenants of Tegel Manor try to hold off the encroaching evil; even though we all know how it will eventually turn out in the long run. So more Tegel Manor family fun in the future I hope, with at least some of the same great players.

Wednesday, August 25, 2010

Sandboxy enough for me




Sandbox. It’s a gaming term that many people will have a somewhat different definition for. What is it?

Well, unless you are all about totally “winging it” as a GM, you need to do a lot of prep on a lot of locations when you are thinking sandbox. Have all your ducks in a row, as they say. If you start players in a location, they can hear about and choose from a variety of directions and places to go. Head to the hills up North where rumors of giants with sacks of gold come from, or go to the Western Forest to visit the old abandoned wizard tower the barkeep has told you about. Maybe just head south and explore some wilderness hexes. The GM has something to offer no matter where the players might go.

Is this really sandbox, or are you just creating enough railroad tracks to make it seem like a sandbox (paraphrasing Frank Mentzer, I believe)?

In my teens I took a rare break from my own gameworld to do a few sessions of City State of the Invincible Overlord. The players made up characters, and I had them be non-natives showing up at the city gates. From there, they were free to go where they wanted. Go into that tavern and look for action? Sure. Go into the bath house and talk to the dolphin that just appeared in a pool? Whatever. Go down in the sewers to investigate rumors of a Wraith Overlord? Fine by me. It was a lot of fun, but lets face it – every one of those locations the player visited where set encounters with their own preset plot hooks and rumors and such. Was that true sandbox because the players decided which stores to go to first? I dunno.

I guess it is still something to taste that is very debatable. What do I think of trying to sandbox? Well, as a kid things seemed more freeform. But as adulthood started I was doing more plot driven things. I would not say railroady, because I have always thought the character freewill was important to the games. But If I start a game and say “you guys hear about a newly discovered system of caves under the city rumored to have monsters and treasures” and the players say “Naw, we’d rather go out in the woods and explore unmarked hexes” then I am probably already running a shit campaign that the players have no respect for anyway.

I think my current players want some freedom to do some things in-character that they want to do, but as far as the main adventure I think they want some fairly well defined goals. Go visit that dungeon, go explore this abandoned tower, go find that enemy who left us for dead.

Like right now I'm doing a 1st ed. campaign set in the Night Below. Pretty linear, right? But a couple of games ago a (rolled encounter) Minotaur hunting group appeared out of a side tunnel and eventually got defeated. Appearing to come from a larger group (they weren't bearing lots of supplies or water), the players decided to go down the side tunnels and look into it. The party druid changed into a bat and swooped down many miles of tunnels where I had to randomize everything, including a small minotaur fishing village and a minotaur giant maze city (something I had been thinking about for a while, and got the chance here to display it) that the players found mighty cool and unexpected (sadly, they decided to leave that place for their currents tasks at hand, maybe to return and explore more one day).

But players deciding to "got north instead of south to the dungeon" is great in small quantities, but I would get tired of that sooner or later no matter how creative I am. It's more fun for me if the players can decide on a solid goal and follow through with it, instead of going in the opposite direction from what I've prepared or burning down inns on a whim or whatever.

If I create a dungeon I want the players to go to it, not go in the opposite direction. I can handle it if they do, but they can think a little bit about my fun too. I'm a DM, not a damn civil servant.

Those old City state sessions from my teens were the most open and free games I ever ran, and the experience and challenge made me a decent and capable GM later in life. Generally, I think it is great to have some choices, but also for the DM to light a fire here and there to temp the players into certain actions. The best games are a combo of choice and available plot hooks. Sure, I could just tell players to go wander willy nilly and crack open the Old School Encounter reference and randomize every little thing. Hex by hex wilderness crawl or whatever. But I think most players want a GM to have certain plans for them (and those plans are at their best when they come in the form of the DM being inspired by the characters), while leaving some wiggle room for improv adventure.

The party knows about an old haunted tower outside of town that perks up their interest. But the party thieves want to go do a bit of pick pocketing at the market place while the rest of the party hits up the beer tent to buy some rounds for locals and maybe hear some rumors about the tower. That's cool. Sandboxy enough for me.