Originally posted by iserith:
I am reworking
The Lost Mine of Phandelver from the Starter Set by giving it a Wild West / Spaghetti Western / Zorro-esque spin to it and calling it...
Starring
Chuck Dagger, human rogue
Marshal Heeling, human cleric
Vanciana Feyzalez, elf wizard
With
Mucho Cerveza, dwarf fighter
Previously on The Last Dance of Fandango:
Act 1, Scene 1: Las Flechas Del Duende
Act 1, Scene 2 (?): El Camino Del Duende
And now...
Act I, Scene 3 (?): La Colina de Las Termitas
So rather than go with the Cragmaw Hideout setup in
Lost Mine of Phandelver, I've created a series of set-piece encounters linked together with an abstract series of routes. There is also a "threat meter" which guides the DM on how the duende (the goblins) respond in different ways to the players' choices in addition to a couple of random encounter charts. This makes the place a little more flexible, creates more meaningful choices for the players, increases the tension, and makes this lair more dynamic. It also increases its replayability if you're into that sort of thing.
Rather than set it in a cave that is a mouth of a stream, I'm sticking with my drier Western theme and setting the duende lair in a giant termite mound. Imagine if termites were the side of dogs and built an above-ground nest like they do in Africa or South America - it's a large hill dotted with small tunnels. The duende have smoked the place out repeatedly and driven off the termites and made it their home, taking over the main chambers and widening some tunnels for their own use.
Set-Piece Encounters
With the exception of the map layout, these are basically Area 2, Area 3, Area 6, and Area 8 from the
Lost Mine of Phandelver. I have kept the number of threats the same as in that adventure. Anything that is not mentioned as being changed here is the same as in that adventure. Each set-piece encounter connects to two other set pieces via the Duende Tunnels. The Termite Tunnels connect to all the set-piece encounters.
The Two Routes
When anyone in the lair is travelling from one set-piece area to another, they use either the Duende Tunnels or the Termite Tunnels. The Duende Tunnels are used as the main routes through the lair by the duende. They are typically shorter routes, but more travelled, so there's a higher chance of random encounters. The Termite Tunnels are leftovers from when the termites populated the mound. They are typically longer routes, but less travelled, so there's a lower chance of random encounters. Either route is non-linear - twisting, turning, rising, falling, splitting, intersecting, looping back, ending in side chambers and dead-ends - and also left abstract for the DM to describe. The only thing that needs tracking is how much time is spent on travelling, in set-pieces, or in random encounters. This is so the DM knows when to roll for random encounters and when to adjust the threat meter.
The Threat Meter
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The threat meter measures the duende response to the PCs invading their home in a fair way that the players can manage. It should be on the table visible to the players, even if their characters aren't necessarily aware of the monsters' actions "off-camera." Sneaky groups might opt to explore and spy on the duende without ever registering on the threat meter. Other groups might commit to battle right away and have to figure out how to deal with a potential committed response by the duende.
The adventurers register on the threat meter if and when they are spotted by or fight the duende, or when the PCs leave obvious evidence of their presence in some way. The threat meter ticks up every 5 minutes thereafter. Duende that escape after encountering the PCs add one step to the threat meter. (Duende that are reduced to 3 hit points or less, but that are not killed, try to escape if they can.) When the threat meter is in the yellow, the duende are alert and get advantage on Wisdom (Perception) checks. When the threat meter is in the red, the duende are rallied and cannot be surprised. When the threat meter maxes out, all remaining duende and wolves (plus Sildar if he's still their captive) regroup at the outside entrance and light up the smokewood in the pit. Ten minutes later, smoke fills the mound and any creature remaining may suffocate (see page 65, Basic Rules). The mound remains this way for 4 hours before being clear enough to inhabit the place again.
Time & Random Encounters
The DM should keep track of how much time passes so as to check for random encounters and adjust the threat meter when appropriate. A good rule of thumb to keep things simple is to figure each set-piece encounter is 5 minutes, including any combat, exploration, and social interaction that happens therein. Random encounters will note additional time in the random encounter tables (q.v.). The DM should check for random encounters every 10 minutes.
Travel time in the Duende Tunnels from one keyed location to the next is 10 minutes at normal pace, 5 minutes at fast pace, and 15 minutes at slow pace. Travel time in the Termite Tunnels from one keyed location to the next is 15 minutes at normal pace, 10 minutes at fast pace, and 20 minutes at slow pace. Pace is covered on page 64 of the Basic Rules. Because of the non-linear, winding, twisting nature of the difficult terrain of these routes, the DM can ignore the distance covered in a minute. Other rules regarding activites while travelling and the like should be noted.
Random Encounter Tables
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Duende Tunnels
Chance of Encounters: 16-20 on d20. Check every 10 minutes. If the PCs are in a set-piece location when it is time to check for a random encounter, use the Duende Tunnels chances and table.
Impressions: Irregular width with many intersections and dead ends; constant breeze; twisting, turning; smells of smoke and burned wood; ash on the walls; small, mostly empty side chambers; dark in most places.
Termite Tunnels
Chance of Encounters: 20 on 1d20. Check every 10 minutes.
Impressions: Winding and cramped; crawling, climbing, squeezing, sliding; dead giant termite carcasses; fungus growing in places; small chambers dotted with tunnels.
* Modify for pace: +0 for slow, +5 for normal, +10 for fast or sitting still.
** Any result that doesn't make sense in context (such as if a creature has already been encountered or killed) counts as no encounter.
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Please note that this design is a bit different than what is presented in the Starter Set and may not be entirely suitable for new DMs. If you're a new DM and your head is spinning after checking out this post, don't worry about it - just use the one in the Starter Set and you'll do fine! Constructive feeback and questions are welcome.
Special thanks to posters Jerico_Mason and bawylie for providing useful feedback during my design process.
Good luck and have fun with it, pardners!
Originally posted by iserith:
(Map created using tools in
Roll20.)
There are two entrances to the Duende Tunnels here and many entrances to the Termite Tunnels (both on this map and on other sides of the mound that are unguarded). There are generally 2 or 3 duende on guard here at all times, but they are distracted, often passing a leaf pipe between them. This is more or less like Area 2 of Phandelver. It is also the staging area for the goblins should the threat meter be maxed out.
Cast: Bulging Goiter, Draining Mucus, Yellow Blister, duende (goblins). (See Starter Set for statistics.)
Terrain Features: The dry brush provides half cover and is quite flammable. The pit is 10-feet-deep and is half-filled with dry smokewood that is also quite flammable. Because of how the termites build their mounds, there is a constant breeze blowing through all of the tunnels, so when this fire pit is lit, smoke blows right into the mound and circulates throughout. (See Threat Meter above).
Originally posted by iserith:
(Map taken from
this blog with additions made using tools in
Roll20.)
Goblins that are fresh out of the goblin growth chamber (see random encounters tables) are assigned to care for the wolves. One wolf, Lobo, has run off recently and the goblins have set and pit trap to try and catch him. It is otherwise the same as Area 3 from Phandelver.
Cast: Befouling Gash, Runny Boo Boo, Spoiling Lesion, duende (goblins); Cachorro and Perro, wolves. (See Starter Set for statistics.)
Terrain Features: The
rickety bridge can only support the weight of a Small-sized (or smaller) creature. Larger creatures must take care where they step (DC 10) or the bridge breaks, depositing anyone on it into a trench 10 feet below (1d6 falling damage). Squares containing
rubble are difficult terrain as are squares containing elevation changes. The termite tunnels can be accessed in the northern portion of the room by way of the
termite hole.
Originally posted by iserith:
(Map taken from
this blog with additions made using tools in
Roll20.)
This is the duende common room where most of them gather for meals and sleep. It is largely the same as Area 6 from Phandelver.
Cast: Bloody Tumor (leader with 12 hp), Bleeding Ulcer, Erupting Blackhead, Leaking Sore, Stinking Carbuncle, Swelling Pustule, duende (goblins); Sildar "Snowball" Hellwinter, a tiefling in this version rather than the human, Sildar Hallwinter of the Lord's Alliance. The Lord's Alliance has been changed to Hell's Cargo, an all-tiefling outfit specializing in banking, staging, and freight. Sildar is looking for Hex Arcana, a fellow tiefling, rather than Iarno Albrek now. (See Starter Set for statistics.)
Terrain Features: There is a crudely-built wall of dried mud in this common area and it can easily be knocked down. Each 5-foot section has only 10 hit points. Squares containing
rubble are difficult terrain as are squares containing elevation changes. The termite tunnels can be accessed in the eastern portion of the room by way of the
termite hole.
Originally posted by iserith:
(Map taken from
this blog with additions made using tools in
Roll20.)
This is where Bugaboo, the leader of this hideout lairs. The purloined provisions come from a company called "Lion Trading" in this re-imagining and Bugaboo's chest is not among them and is instead on a natural shelf on the northwest part of the lair. Bugaboo's dope bear rug might be worth something if it didn't stink of goblin. It is otherwise the same as Area 8 from Phandelver.
Cast: Bugaboo, duende (bugbear); Distended Vein, Throbbing Cyst, duende (goblins); Cano, wolf. (See Starter Set for statistics.) Bugaboo recently fought and defeated a thri-kreen druid hermit named Thorax Pete (see random encounter tables). He wears several plates of chitin that fell from the thri-kreen during the battle.
Terrain Features: There is a 10-feet-deep pool of cold water in the northeastern portion of the chamber that connects to a pool well outside the lair to the north. It's a possible escape route if the adventurers can manage to hold their breaths long enough. Squares containing
rubble are difficult terrain as are squares containing elevation changes. The termite tunnels can be accessed in the eastern portion of the room by way of the
termite hole.
Originally posted by Akeisha:
Kudos iserith for all the hardwork on yet another awesome 'episode'!
Also, all the Goblin's names are priceless ha ha...
Originally posted by bawylie:
This kinda stuff continues to be the gold-standard in Reflavoring. And there's some extra stuff I want to call out:
1.) threat meter. Good mechanic, whether or not the players are aware of it. It tracks the adventure and changes the nature of interactions across the board. If the players CAN see it, there's added urgency. If they cannot see it, it's on the DM to add the urgency via descriptions (patrols, closer calls, etc).
2.) The smoke pit. Working in concert with the threat meter - the smoke pit is a likely game-over. But it doesn't have to be. It can be a player tool if they plan it right.
3.) Random encounter tables, specifically, the side areas. There are random Exploration encounters that amount to world building and story telling. Good examples of RE Tables done right.
So Iserith this is great work (again). I've been a fan of these reworkings. Also, whether or not you like this style of doing things, Iserith's remixed adventures showcase the versatility of this system. Maybe I'd do some things differently. (Probably I would). It's very good to see that the system accommodates these changes. In fact, it welcomes them.
As a standalone piece, this is good. As a broader test-drive of the DM side of things, this is good. I'm very pleased.
Originally posted by iserith:
Akeisha wrote:Kudos iserith for all the hardwork on yet another awesome 'episode'!
Also, all the Goblin's names are priceless ha ha...
Thanks - I like my goblins mean and disgusting. Nothing worse than a cutesy goblin in my view!
I also think it's really important for the DM to name everything, even if it's with just an adjective for player reference. I don't like "I attack Goblin 1." But attacking "the goblin with the disgusting throbbing cyst on its face" - that's evocative! (And gross.)
Originally posted by iserith:
bawylie wrote:This kinda stuff continues to be the gold-standard in Reflavoring. And there's some extra stuff I want to call out:
Thanks! I do love me some reflavoring and this adventure module does lend itself very easily to re-imagining as a Western-themed D&D scenario.
bawylie wrote:1.) threat meter. Good mechanic, whether or not the players are aware of it. It tracks the adventure and changes the nature of interactions across the board. If the players CAN see it, there's added urgency. If they cannot see it, it's on the DM to add the urgency via descriptions (patrols, closer calls, etc).
As I play online a lot (these are all screen shots of the game set up in Roll20), I like some visual ephemera to underscore what might otherwise be lost due to lack of physical presence. So naturally I'd put that meter out in front, but yeah, you could certainly keep it "behind the screen" as it were. I just prefer to have it out front and do descriptive urgency as well. I think having something like this on the table is kind of like putting an hour glass or egg timer out there.
bawylie wrote:2.) The smoke pit. Working in concert with the threat meter - the smoke pit is a likely game-over. But it doesn't have to be. It can be a player tool if they plan it right.
I'd love to see if players ever think to use it against the goblins! Flush 'em out into a kill box...
bawylie wrote:3.) Random encounter tables, specifically, the side areas. There are random Exploration encounters that amount to world building and story telling. Good examples of RE Tables done right.
The formula I use (and re-use) is to put about half combat encounters and the other half a mix of exploration and social encounters. The exploration encounters are at the bottom of the chart (roll-wise), social in the middle, and combat at the top. The pace of the PCs modifies the roll, so slow-moving PCs have a 75% chance of getting exploration or social encounters. Fast-moving PCs flip that script. So players can actually use that information to make decisions based on their resources or desires. Want to avoid fights? Go Termite Tunnels and take it slow or moderate. Want a battle? Go Duende Tunnel and haul ass. I like to offer the players ways to get what they want in this fashion.
bawylie wrote:So Iserith this is great work (again). I've been a fan of these reworkings. Also, whether or not you like this style of doing things, Iserith's remixed adventures showcase the versatility of this system. Maybe I'd do some things differently. (Probably I would). It's very good to see that the system accommodates these changes. In fact, it welcomes them.
As a standalone piece, this is good. As a broader test-drive of the DM side of things, this is good. I'm very pleased.
Thanks again! Glad you like it.