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Adventures and the Ripple affect

In part because of the above reasons I have found as DM that one great source of early dungeons (and adventures) is upper level adventures.

I have had wonderful success with fifth level dungeons that I was able to read/digest and expand to include the logical extensions into the rest of the countryside.

If the high level adventure has a creature raising a terrible army perhaps the low level party will encounter a recruiter for that army. If there is a powerful vampire in the big dungeon perhaps an escaped thrall or lesser vampire will plague a previously uninvolved town.

The strength of this approach is that when the players are finished my adventure they are already in the next adventure. I will nurf the early encounters to preserve the higher level dungeon but I might give the characters the inside track with some work already done. I also won't let the big baddy be aware of the players unless they are really stupid\reckless.

This has the effect that sometimes players begin a mudule with a lot more information about what is going on. They might have a sense of the spell selection they will run up against etc...

My players have typically been more receptive to this than reviving a past oponent only to puff it up and be _more_ powerful in the next session. The moment when the hero can say "And don't think your son can save you! We killed him in Bernham Wood!" is more natural to organize if the players drew strength from the previous encounter to bring them to the climax.

anyway I'm rambling - thanks for the download
I'd like anything related to arcane magic or elves if you want to send something else my way.
Anyone with questions or who wants to cowrite something feel free to send a message my way.


S
 

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I like dungeon bashing and clearing out some cavernous area but I seldom use them in my campaigns anymore. Logic has somewhat sapped the fun out of dungeon bashing for me as a GM. As a player logic is not needed as much since I am more willing to suspend that type of thinking.

I think the most important part of dungeon design is know what came before and why it is like it is now. I think in one of the DMG's or books on dungeons there was a picture of a room as it was then a picture of it as it would have been as a dungeon. It made me think of the history and ideas that go into a dungeon environment. I know 99% of the time the players may never know what the dungeon was before or its history but it is important for the GM to have a rough sketch as it helps breath life into it, at least for me.

In my last campaign I had several story arcs and each ended in a dungeon setting. I define dungeon as an area of restricted movement and choices for the PC's. Here are the highlights.

Small bit of campaign background. It was based post a humanoid/undead war about a year after so lots of areas were war torn and abandoned and packs of humanoids still roamed as the kingdom reestablished itself.

First serious dungeon was the players coming across an abandoned temple to teh god of metal/mechanics/technology and crafting. In the Temple were kobolds who took it over. Lots of kobolds with magical and mechanical traps that were part of the temple, levers and thing-ambobs abounded. Players set about clearing the place only to discover that the kobolds worshiped this god and were more or less the new clergy/keepers of the church. The players spent some time making up for slaughtering the gods worshipers.

Next was the dungeon under an elven library that had been the first eleven palace. So they had to sneak in (with help) to rob the tomb of the first elven king. So I had lots of undead and traps. When they discovered the first elven king was actually a drow they were surprised and the fact he was intelligent undead so they could talk with him was also fun. Also I love using undead spiders as well.

Next major dungeon was a sunken mechanical crab designed and operated by gnomes. The crab was built to hide the artifact that powered it by taking it away with some gnome guardians. The Sub was magically powered by this artifact (the players needed) Unfortunatelythe artifact was powered by life energy which was in abundance in the city were the crab was built. No one noticed losing a 1/4 hit point a day to the artifact but once it moved out of a prime feeding ground it stopped working sending the blue crab sub to the bottom of the ocean. It also sucked energy of all sorts so it left a 2 mile dead spot on the ocean with no vegetation, fish etc.

The second function was of the artifact was to channel the energy to power things it was designed to power a dimensional gate, was then used to power a sub then it used its power to evolve life on the sub after it sucked all the Gnomes dry. The plants in the hydroponic area became vegepygmies who are immune to electricity and the many electrical defenses inside the crab, The golumn helpers/assistants evolved into clockwork horrors and the dead gnomes formed a Bone naga who inhabited the engine room with the artifact.

The self contained environment worked out well and was logical to me. I liked designing it and it allowed me to envision the dungeon and bring it even more to life for my players.

The last major dungeon was in an abandoned dwarven city that had been overrun by a black dragon and drow. Unknown to the characters as they gear up to fight these things that the city had since been over run by demons and the black dragon was actually a shadow dragon that took up residence nearby. The players had to move through the city while fighting off demons to get to the dwarven vault then make their way through the vault. All the passwords an traps in the vault were designed to be challenging for anyone but dwarves who would be able to make it through with less effort. It was fun to see everyone thinking in the dwarven mind set as the penetrated the 7 traps/doors/puzzles of the vault.

Hopefully this gives some insight into what dungeons can be to some GM's.

Later
 

Alzrius, that's actually exactly what's going on in my fantasy setting. For a few thousand years, the magical defenses on various tombs and dungeons actually worked to keep out the curious and greedy. But then about twenty years ago, people started getting really good at breaking into tombs, and research into the locations and treasures of ancient tombs flourished. It became very popular for nobles to sponsor dungeon delves, bringing back treasures and secrets from the ancient world (and inevitably releasing vile evils that had been locked away for eternity, but which were lost to history).

Now there aren't so many un-looted tombs left, but there thousands of expertly-trained adventurers -- often referred to as "People of Uncanny Combat Prowess" -- who are looking at imminent unemployment. There will no doubt be quite a fall-out from the collapse of the tomb-raiding industry.

For now, though, there are still a few tombs that have proved too deadly or too inscrutable to be defeated, all of them linked to a common legend. Some say that together they work to bind a foe that should never be released, while others believe they are sources of wisdom, hidden away against the ravages of an ancient war.

(If I weren't at work right now, I'd write about them.)
 

Thanks a lot for Steel and Steam.

For a long time it was on my "looks interesting, but is it interesting enough to buy instead of something else on this list" list.

Now I can safely say its a great product, and has some fantastic ideas in it. No wonder it got all those 5 star reviews.
 

Tomb robbing and morality

I always wonder at the questionable morality of looting the dead.

I think the alien nature of the tombs of Egypt and their fascinating discoveries have given us a societal blind spot to taking from 'the dead'. While its true they can't really use it, its also true that we didn't really earn it.

Think of a near immortal race. A one thousand year old elf discovers that people are looting a 700 year old tomb. That might be his sister or mother. I think we fill the tombs with real nasties only to make us feel better and justified.

I like the Eberron idea of the benign undead. The ancient elves who have been preserved to be chancellors to the living. They are still consistent with their role in life.


One thing I haven't seen is an adventure to rescue the bones of the ancient dead from grave robbers or the consumption by ghouls or monsters. Folk tales are full of stories about the dead who cannot rest because they are threatened in some way (rival adventurers, vampires, etc..)

Ghosts could appeal to the oldest of a clan hoping to be recognized. It would be interesting to see if their was enough will to risk the living to protect the sanctity of those who have gone before.
 

I needed a good place for a particular artifact of my campaign to reside. One that would pose a challenge to the players, and have a fun twist. The big bad that I'm using in my campaign is a Baernoloth (inspiration by Shemeska on these boards :)), and this relic is a leftover from millenia ago when he tried to snatch this piece of the prime. So, the desert Temple of the Ba'no'oth (Baernoloth with some of the letters missing due to age and bad translations) was born. The following note was given to the PCs by their benefactor at the time:

Before my estate was raided, one of the sages came to me with the following information:

"From the Scrolls of Karthissinnillax, we have gleaned that all but one of the portals leads to some sort of hellish domain, each supposedly guarded by legions of fiendish troops. Our research indicates that there is a document or map detailing what destinations lay on the other side of each portal. It would therefore be of great benefit to know which portal leads where. The document lies in the Temple of Ba'no'oth, located in the ancient Ylarum city of Hallasbran. This city has long sat in ruin, and despite outside requests that it be preserved, the Ylari seem quite happy to let the desert reclaim it. Its location is well documented, so there should be no trouble in finding it. The Temple of Ba'no'oth should be located on the north eastern edge of the ruins.

By our best estimates, the 13 portals are prophecied to be opened 10 years hence, laying our world bare to devestation at the hands of true evil. While I'm certain that most of this is nothing more than flowery prose intended to make the occurance sound more important that it is, I think it wise to locate and open a favorable portal, and find out what sort of outside help we can expect, or at least verify the threat.

On a more troubling note, it would seem that we are not the only group interested in this information. At least two other buyers were interested in our latest purchase, and I have it on good authority that the Inquisition is involved."

The bearer of this note is to accompany and assist you in aquiring this map, finding the portal, and opening it. She can be trusted. I will make contact when I am in a more secure position, but for now, carry out your tasks.

V.

The dungeon itself is fairly simple. Eight evenly spaced rooms surround a large central chamber, something like this:
Code:
           -----
           |   |
           -----   
    --               --
   / /    _______    \ \
  / /\   /       \   /\ \
  --  \ /         \ /  --
       /           \
      /             \
---  |               |  ---
| |  |               |  | |
| |  |               |  | |
---  |               |  ---
      \             /
       \           /
  --  / \         / \  --
  \ \/   \       /   \/ /
   \ \    -------    / /
    --               --
           -----
           | S |
           -----
With the 'S' marking the entry chamber. Each of the outer chambers has a 5' wide passageway (with a door on each end) connecting it to it's two adjacent outer chambers. The passageway connecting the 'S' chamber with it's northwest neighbor is collapsed. The four chambers that don't fall on the cardinal points (so, the northeast, northwest, southeast, and southwest chambers) all have passageways linking them to the central chamber (with a door on each end). All of the outer chambers except for the 'S' chamber have a 5' wide by 2' tall secret door on their outer wall. These doors can be forced open, but they serve a special purpose, which I will describe with Al-Hashram below. Al-Hashram's two body guards (normal mummies straight from the MM) are occaisionally wandering through these rooms.

The central chamber is quite entertaining. There is a large platform in the middle of the chamber that is suspended over a 200 foot pit by large chains that go up to the ceiling, and four 15 foot stone bridges that lead to each of the doors into the room. In the center of the platform is a smaller, raised, platform that rises up 10 feet. Two staircases spiral up the sides of this platform leading to the top. On top of this raised platform there are several tables with various implements on them. There is a human-sized figure (Al-Hashram) here whose body is covered in a mass of chains and wires, all of which lead up and connect to a large, circular collection of bronze machinery. There is a 10 foot by 10 foot square hole that goes through the center of the raised and suspended platforms. Attached to the bottom of the suspended platform, directly beneath that hole, is a small stone slab that has a small chest on it. The top of the hole is covered by a plane of force, and there is a plane of force 20 feet beneath the suspended platform that seals off the entire lower portion of the chamber.

The lower portion of this chamber is a colossal cage of force that contains The Terror of the Sands (I used a Half-Earth Elemental Colossal Monstrous Centipede). The force planes are sustained by the unlife of Al-Hashram. Should he die, the walls will collapse, making it much easier to reach the chest, and freeing the Terror of the Sands.

[sblock=Al-Hashram]
The Mummy Servitor, Al-hashram
Advanced Medium Undead
Hit Dice: 16d12+3 (123 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 23 (+13 natural), touch 10, flat-footed 23
Base Attack/Grapple: +8/+15
Attack: Slam +15 melee (1d6+10 plus mummy rot)
Full Attack: Slam +15 melee (1d6+10 plus mummy rot)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair, mummy rot
Special Qualities: Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire, energy resistence fire 10
Saves: Fort +7, Ref +5, Will +12
Abilities: Str 25, Dex 10, Con -, Int 6, Wis 14, Cha 16
Skills: Diplomacy +10, Hide +7, Intimidate +10, Listen +12, Move Silently +7, Spot +8
Feats: Alertness, Great Fortitude, Toughness, Power Attack, Improved Natural Armor, Improved Toughness
Alignment: Neutral Evil
CR 7

This mummy stands in the center of the chamber, the chains and wiring attaching its body to various parts of the room are etched with strange arcane writing.

Al-hashram stands 6 feet tall and weighs about 160 pounds. He is chained and wired to the control room and cannot leave it, but can release centipede swarms to harass temple intruders. His undead life force is what is powering the Walls of Force that contain the Terror of the Sands and the Map. His two bodyguards are free to roam the complex, but are unwilling to abandon Al-hashram.

Al-hashram can speak Common.

COMBAT

Despair (Su): At the mere sight of Al-hasram, the viewer must succeed on a DC 17 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by Al-hasram’s despair ability for 24 hours. The save DC is Charisma-based.

Mummy Rot (Su): Supernatural disease-slam, Fortitude DC 17, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Infernal Machinery: The machinery that Al-Hashram is attached to provides him with several benefits.
First, he can use the following spell-like abilities (caster level 7):

Wall of Fire 3/day
Protection from Arrows 1/day
Darkness 3/day

Second, he has a fly speed of 20ft. (perfect) as an (Ex) ability.

Third, he may, as a standard action, open any or all of the small secret doors in the outer chambers. When these doors are opened, thousands upon thousands of the Terror of the Sands offspring swarm out. Each time a door is opened, a centipede swarm rushes out.

Fourth, the machinery in the ceiling contains several compartments that hold and preserve scrolls. Al-Hashram keeps a daily log of the activities of the complex, and his scrolls are stored here. Unfortunately, he does not get a fresh supply of scrolls, so he re-uses his existing ones. After thousands of years, all of the scrolls are useless and saturated in ink (the ink is made from centipede venom).

The Infernal Machinery does limit Al-Hashram's movement, however. The chains and wiring prevent him from venturing beyond the central suspended platform. In addition, if Al-Hashram is destroyed, the machinery ceases to function.


Possessions: Ring of Minor Energy Resistence (fire), Amulet of Natural Armor +2, 200 platinum pieces worth of jewelry.[/sblock]

The thing I like most about this dungeon was that I put it together "on the fly", and it came out pretty decent. It was particularly entertaining when the figured out just what was down in the pit, and that they had just released it. They managed to kill it before it found it's way to a nearby town in a particularly fun struggle that had the paladin on his winged steed flying about while the Terror would burst up from the sand and try to snatch him. I kept picturing the Sand Worms from Dune. :)

I'm interested in either Elements of Magic Revised, or Mechamancy.
 
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I'll confess, there's not much I can add to this discussion because, as strictly written, I'm not a big fan of the "Dungeon" that 3e tried to take us back into. It might make some sense from a wargame perspective to place your combatants in an enclosed space like a castle or a dank tunnel and let them bash each other to nibbly bits, but from the perspective of the internally logical and consistent setting, dungeons are a bunch of crap. First of all, what sort of purpose does a dungeon serve? It's not like we're dealing in lots of captives that need to be placed somewhere. It's not like some mad wizard would need to dig a stinking hole in the ground to hide his evil experiments in when, as a commoner, if someone pointed to a tower and said, "That's where the mad wizard Bargle lives," I'd be sure to stay far away from there. No need to go through the cost and expense of building a dungeon, stocking it with traps, luring in these monsters that would gladly eat the wizard alive, and just waiting for some foolish "hero" to come snooping so you don't have to buy cows or goats to feed said monsters this month. It's just batty!

"But wait," you say. "What if the dungeon used to be something, like a mighty fortress, that has fallen into disuse and the monsters roaming in it have settled there because there aren't all that many people around to threaten them." I come back with, "You ninny! That's not a dungeon, that's a ruined fortress!"

And we're suddenly splitting hairs.

But we're not, really, because my absolute loathing of the dungeon has forced me to expand my understanding of what "Dungeon" means. Just like the "Dragon" part of D&D doesn't literally have to mean big scaly lizards that breath fire (chlorine gas, lightning, acid, cold), "Dungeon" doesn't have to mean a stinking pit in the earth full of wandering monsters. It does a disservice to "Dungeon" for the designers of 3e to imply the game got away from dungeons and needs to go back to them. They're talking like the ancient forests, wizard's towers, enemy forts, and extra-planar endless staircases are somehow inferior add-ons that cheapen the experience of the game. Yeah, a dungeon is great and evocative (if you suppress your natural urge to disbelieve it's even possible), but there's so much more to D&D than the dungeon and the dragon. Let me ask you something, is killing ghouls in a dungeon that much better than chopping up illithids on their pholgiston-powered spelljaming ship's deck? I thought not.

Yeah, I'll end this rant here. I'm still fishing for Elements of Magic II, but let's be honest, Alzirus's post tops this rant easy.
 

Unlike most of the people posting about dungeons, I tend to plan out my dungeons only after they've been randomly generated. If, for example I randomly generate a dungeon with kobolds in one room and a couple of firebeetles down the hall, there's going to be a beetle-rider somewhere. Similarly, if a room ends up with a throne, a fountain, and a greenish stain on the wall, there's going to be some story behind it, even if it's just an eccentric ruler who liked his melons cold, and had a habit of throwing them against the wall if they weren't chilled enough. That is to say, I tweak the dungeon to have some internal consistancy, but I don't really care about how dungeons fit into the setting as a whole if they're encounters more than plot points.

I really don't bother with the economic impact of dungeons on the world, either. There's a section in the 2e(?) Dmg which basically states that the prices listed are really screwy because of adventurers, much like during one of the gold rushes. Since it's (supposedly) already covered by the rules, I'll skip the work.

Then again, nothing in the campaign is really that serious. I don't expect the dungeons (or the player's reactions) to be very sensible. For instance, one of my players makes a habit of bedding down in pit traps, of all places. I really don't mind though - everything is there to have fun with.


Librum Equitis would be nice to have. In the compilation it would be even better.
 

Ah, Dungeons. Now, Dungeons I can relate to. They're my preferred environment for adventures for several reasons, mostly involving tricks and traps. :)

Having a vat of green slime enspelled to appear as a sleeping vampire is great fun when the paladin attempts to stake the vampire and puts his hand in the slime... yes, that really happened, and it wasn't going to happen outside of a dungeon environment.

What is a dungeon anyway? Rooms, corridors, and a more structured environment than the wilderness. For me, a house is a dungeon environment. The local park? Not so much.

The strangest "dungeon" I've ever run was quite different, though. Imagine a group of dungeon rooms, where you've got the contents and encounters written down. That's not that hard - it's what D&D is normally about.

However, the corridors linking one room to another were *not* written down. Instead, which room you ended up in depended on the decisions the characters made. If the characters were forthright, honest, brave and valorous, they would progress through the "better" rooms until they reached their destination.

If, however, the characters were timid, deceitful, cowardly and treacherous, the rooms would deteriorate - and, because of this relationship between actions and destinations, it tended to reinforce their actions even further. The spiralling path to Hell makes itself easier and easier...

As one of my traits as a Dungeon Master is to have the characters second-guessing themselves, they quickly ended up on the "bad" path. The actual rooms they entered were based on my whim, and having come from one room did not guarantee that it'd still be there if they doubled back.

Doubling back, of course, was a sure sign of timidity, and the next "bad" room would be encountered. :D

(E.N. Guilds - Adventurers Guild)

Cheers!
 

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