Friday, December 27, 2013

The Meave of Mord Mar

So, as I begin to write the Goblins of Mord Mar tournament module, I am reviewing some early design decisions.  Most have held strong through the year plus of design and playtesting.  The 'Meave' has not, however.  I find that it has to be abolished.  It is counteractive to what a megadungeon is supposed to be.  It gives the players a distinct advantage, and needs to go.

It simply didn't exist.  I'm not sure what ramifications this will have on the playtest.  I don't think any players will be slighted by this decision.  Even if they are, this is the nature of a playtest.

Monday, December 23, 2013

So, I asked my players this weekend a fairly simple question:

What do you imagine when I say 'you see a goblin coming at you, describe what he looks like'

There were 5 players, and all of the answers were similar.  Here's what was  the same:

Short (although this varied from 3'-5')
pointy teeth/beady eyes
low quality equipment
green (with one player saying green-brownish)

4 of the players included some form of  "bad hygiene" as well:
dirty and smelly and messy
greasy hair (if any)
poor hygiene
and my personal favorite: very Tolkien-esque


Now, I asked this question with a specific goal in mind: to give the goblins of Mord Mar a distinctive flavor and description.  But, it brought me to something deeper.  The game we play and love is mostly inside of our imaginations.  We don't all see the same thing from a description.  Let me give an example:

Two humanoids are walking down the corridor toward you.  One is wearing heavy armor, with a helmet covering their face.  The other is dressed in all black and wearing a fedora type hat.  Both are carrying weapons, sheathed but ready.  The stop at the edge of your torchlight and wait, seeming to stare at you.

What weapon is the 'heavy armor character' carrying?  What does his helmet look like?  Do you imagine the fedora wearer as a rogue type character?  Or a mage?  What type of weapon is sheathed at their side?  What sex are each of them?  Please feel free to answer any of these questions in the comments, if you want.

Description makes and breaks an encounter.  It is probably the most important skill of a game master.  Therefore it is important to get any description right.  With this in mind, here is the first official description of a Mord Mar goblin.

Goblins in Mord Mar are short, nimble creatures, standing about 3 1/2 feet tall.  They have gray skin and small heads, which are barely humanoid.  Their ears are small and pointed, similar to a cat's.  Their armor and weapons are of low quality, usually scavenged from a corpse, or fashioned from primitive materials.  Their stench radiates around them, a mixture of stale sweat and foul breath. A goblin's teeth are small razors that jut in crazy directions, and their mouths look much to big for their faces.  Most goblins in Mord Mar have small, angular noses, with tiny nostrils.  This makes them breathe through their mouths.
Goblins live in tribal units called 'warrens.' Life in a warren is chaotic and brutal.  Most males live short lives, and are destined to die at the hands of their kin.  Females are treasured prizes which are frequently gambled with, or fought over.  It is not uncommon for a female to be killed by someone who just won her.  Goblins fear anything stronger than themselves, and will flee, leaving behind anything they are not carrying when confronted with something more powerful.
Warren hierarchy is strongest to weakest.  A leader only stays a leader as long as he can win battles.  Most leaders will use poison to keep themselves on top of the warren.  They will often employ the poison before a troublemaker can challenge them.

Feel free to comment about this description as well.

A difficult choice

The party dealt with simultaneous attacks on the city.  The druid attacked the place where the most people were, namely the PC's knighting ceremony.  Meanwhile, the Old Man attacked where his nephew was held, the Clerical Apartments.
The motivations of the enemies robbed the PCs of some of the choice.  The druid, who wants blood for his ceremony, attacked where the PC's were, making him the more immediate threat.  He also brought a dragon (a young adult red) to the killing frenzy.  In all, 40 city folk lie dead.  Although they encountered the Old Man, the druid was more in their face.  This almost robbed them of choice.
 As I begin to prepare to put my notes into a printable format, I find myself facing a similar dilemma.  Boxed Set or Source Book?  Both formats have some merit.  The boxed set allows for separation of GM/Player info, poster sized maps, and the addition of things like player hand outs.  The Source Book is the standard today of RPGs everywhere.  It probably has room for more information overall.  The source book would be easier for converting to PDF.

The party followed after the druid and his dragon, again plumbing into the depths of Mord Mar.  Making a lot of noise, they attracted some were-bears.  While fighting the were-bears, the Menagana attacked as well.  A few party members were turned to stone, but all survived.  The stats for the Menagana:

Init +6, Senses: All around vision, Darkvision 60' Perception +22

AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size)
HD 12 HP 75 DR 5/

Speed 40 ft., swim 20 ft.
Melee bite +10 (2d6+6 plus poison), (6 x) snake bite +5 (1d4 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks charming song (DC 20 Will/ Cha based), petrification gaze (DC 16 Fort/ Cha based)
Spells Known (CL 7th)
3rd (5/day)— Fireball, Dispel Magic (DC 16)
2nd (7/day)—Invisibility, Scorching Ray (DC 15)
1st (7/day)— Cure Light Wounds, Magic Missile, Summon Monster I
0 (at will)— Daze (DC 13), Bleed, Read Magic, Detect Magic, Mage Hand

Friday, December 13, 2013

Faction Interaction

So, this morning, I found this.  It is a fair point that must be made about Megadungeon design, and philosophy.  And this is not something I have used too much thus far.  Back in the early days of the development of the campaign, Ludos <wants to eat> Goblins <wants to sack> City <wants real estate back>  was about as far as it went.  The 'Old City' level had goblins, and rats, and well, that's about it.  Nothing that really had a structure of co-operation or of antipathy towards one another.  The early stuff is eat or get eaten, about as simple as it gets for interaction between groups.

Since then, there has been a coven of hags added to the 'Old City.'  In the playtest, the party destroyed this coven (and the goblins for that matter).  As they didn't co-exist in real time, I hadn't thought about how they would exist in game-time either.  I will rectify that right now:

The 'Old City' houses a few different groups that have eked out power bases.  From weakest to strongest these are:

Black Ants on the verge of extinction from Red Ants
Dire Apes able to secure a single home inside the 'Old City'  Their number is small (5) but they are more physically dominant than most of the surrounding factions.
Goblins (in the Old Citadel) winning the numbers game at the beginning of the campaign
Orcs (Black Heart Tribe) badly equipped and unable to hold territories for long.
Orcs (Black Eye Tribe) split from the Black Heart Tribe, due to 'weak leadership'  Took the strongest warriors with them.
Gnolls (unknown name Tribe) able to hold territory due to shrewd negotiations with neighbors.
Red Ants aggressive and nearly destroying primary competitors, the Black Ants
Baen's Circle are 9 Hags bent on bringing the Glabreazou back to (life? this plane?)
Gnolls (Smash Tooth Tribe) another Gnoll tribe who holds territory due to cunning deals.  Also have ogres, orcs, and a troll in their tribe.

There may be more on that first level, but those are the ones that the party has heard of.  Here are some interactions between the groups:

Black Ants only interact with Red Ants, and are losing their war for survival.
Dire Apes keep to themselves, and are satisfied with the basic necessities.
Goblins attack all who enter their home (the Old Citadel).  They are generally killed when stepping foot outside of their small area.
Black Heart Tribe attack goblins on sight. They avoid Black Eyes as much as possible.
Black Eye Tribe attack Black Heart Tribe on sight.  They blame the 'Hearts' for the Orcs not being the most dominant group in the city.
Gnolls (unknown tribe) negotiate with anyone who they can.  They trade information for necessities.
Red Ants avoid most other social groups.  They are attempting to become the primary carrion eaters in the area.
Baen's Circle will charm any humanoids they come across, and use them until they are dead.  Otherwise they avoid contact to remain unnoticed in the Old City.
Smash Tooth Gnolls have been feeding the Red Ants carrion, and generally interact with everyone else as Neutral reactions.

There you go,  a short list of how the groups interact with each other in the Old City.  There are individuals too, that can change these balances (hydra, dragons, etc.)  Those are singletons though, and are easily able to overpower all except the Hags.

Thursday, December 12, 2013

A Crossroads

The Mord Mar playtest is at a crossroads.  There are 2 major plot lines coming to a head: The Curse of the Old Man and the Druid Assassin.

For a quick recap, The Curse of the Old Man is the storyline of the party's ex-wizard (and Paladin and Rogue) who was attempting to recover the Ring of Xygan (and did).  Now he is after the body of his dead nephew, Ezekial.

The Druid Assassin started when a player didn't enjoy his character, Cerulean.  She was assassinated by a druid, and I thought that was the end to it.  Fast forward 6 months or so, and a new player decided to play her brother (a Paladin) and track down her killer.  I'm always up for a challenge, so I allowed it.  Now, several sessions into the mystery, they have found she was killed for her sorcerous blood, so that some coven of ancient druids may raise an "elder god."
The coven's time grows short.  They have 4 days in-game left to collect enough blood for the god raising ritual.  They are desperate, and are considering making a raid on the town.

Meanwhile, the Old Man is planning on recovering Ezekial's body.  That's when all hell breaks loose.  2 separate attacks on the city, both from within.  It looks like we are in for an interesting week of gaming come Saturday.

This week illustrates a great thing about 'sandbox' games.  There will be meaningful choices without illusion.  Whichever attacker the party decides to deal with, the other will accomplish their goal.  One of the 2 party goals will become significantly more difficult after Saturday.  We shall see which one.

As this blog is about upcoming events, I don't want to spoil what is upcoming with a preview.  Instead, here's a feature within a 2 hour walk of the city.  Inside the old city is a time bubble.  This time bubble is locked outside of time.  Inside is an Angel locked in timeless mortal combat with a demon.  The battle looks like it has turned against the Angel.

Monday, December 9, 2013

Going different ways

So, this week's playtest did not go as planned.  The party decided they needed to rehash some old areas.  Not a big issue, but they didn't let me know until Wednesday that was the plan.  C'est La Vie.  We actually had one of the most fun sessions in a long time.  It had a lot more RP and less combat than normal.

A lot of the time, I skimp out on the RP aspect, as we only have so much time to play every week, and I am more interested in having my dungeon challenges tested and less about the personalities of the characters.  Its a conscious choice, but not one that I love.

All in all, going back to old areas was good for me.  I had to plot and place on the fly, and think I did a reasonable job (although the players may disagree.)  Ask them about the Spellsap Golems.  They may be less than happy.

Now, a highlight from last session:
A headless undead mind flayer bumping into walls.  The party killed it months ago, but it had been re-animated.  They also took its head to decorate the Adventurer's Guild.  That'll teach 'em to go back to old areas (heh).

Wednesday, December 4, 2013

A new goal

I've recently read through about 80% of a great blogMichael Curtis has inspired me to help generate some buzz for this hobby we love.  I'm not a professional writer, but I do believe I have some things to say to help keep our hobby thriving.  So, I am going to endeavor to blog at least twice a week.

I also finished Of Dice and Men last night. I know a lot of people don't get into history like I do, especially the geeky history of Dungeons and Dragons, but this book is worth a read to D&D fans.  It is amazing how screwed both Gygax and Arneson got screwed over.  It makes me ashamed that I really started playing in the 2nd edition era.

And finally, back to the subject that started the blog: Mord Mar.  For those of you who don't know, Mord Mar is my Mega-Dungeon, ran under Pathfinder rules.  Someday I hope to publish it in module or boxed set form.  Here's a link to the beginning.  Since I started the blog, we have adventured probably 20-25 times inside of the halls of Mord Mar, and the biggest drawback I have found is it feels modular, not Mega-Dungeon-y.

I think this is due in large part to the "teleporter highway."  Although it serves its purpose, it has taken something away from the Mega-Dungeon feel.  Maybe its because the players aren't going back through parts already explored.  Or maybe its because they don't get lost as easily.  Maybe its because I can move them to any part of the mountain without issue.  Maybe its a combination of all of these, and more.
The worst part is: I love it.  For all the drawbacks, it makes sense in the city. I imagine in Mord Mar's heyday, all these merchants traveling to and from bazaars, shops, farms, feast halls and other points throughout the city.  It makes it easy to avoid GM hand-waving, saves time in game, and allows the players to go anywhere in the mountain.

I have a couple of solutions to the problems of Teleporter Highway kicking around in my head.  Maybe they should consume gems upon use?  Sort of a toll that pays the city for their use?  Maybe they should have waning magic that doesn't always work as intended anymore.  Anyone in the blog-o-sphere have other ideas?

And a recent encounter from last week:

A red dragon statue made out of rubies, pearls and mithral.  It is worth over 1 million GP, with no single gem worth more than 500 gp.  If anyone attempts to take a gem, the statue turns and breathes fire (d6 per level of character.)  The second gem it does 2d4 per level of character.  The third gem  initiates a 2d6 breath (per level) and each claw opens to reveal a sapphire which deals  3d4 (per level) cold damage each.  (so 3rd gem theft deals 3d4 + 2d6  + 3d4 per level of thief.)  Save vs. BW or DC 17 Ref for 1/2 damage on all these attacks.
This trap quickly can kill a greedy party.

Wednesday, July 31, 2013

Part 8: Money and Time

As most of you know, I have been a Robert Jordan/WoT fan for all of my adult life.  The man could definitely write.  One of the things that has always fascinated me about his world were the money systems, and the way coins worked from realm to kingdom.
As much as that promotes realism in a fantasy world, it gums up a game.  Ever try to keep track of Gold Eagles, Gold Dubloons, Gold Medallions, and Gold Cogs, all of which have a different weight and value?  Probably not, and not just because it is not fun.  It makes keeping track of a character's wealth almost impossible.
Here's the problem, though.  The Megadungeon is eons old.  Its older than the elves, and the dwarves.  So there are old coins inside of it.  They will be minted with kings images long forgotten and longer dead.  Gold, however, is undying.  It has driven man to gain wealth for as long as we have had the concept.
How then, should I handle the problem of ancient coins coming out of a dungeon and being stuck into circulation as currency, when the country does not accept that coin?  I have decided that most gold, silver, copper, and platinum coins will be confiscated upon entry to the Adventurer's Guild.  The aristocracy will re-smelt the coins into a usable, legal, currency. The finders of the gold will be given coins of the realm in exchange for the coins of the past.  The city will take a 10% cut of this exchange, though.
Here is the basic exchange rate of the world:

1 silver piece (standard coin used day to day)
10 copper pieces = 1 silver piece
1 gold piece = 10 silver pieces
1 platinum piece = 100 silver pieces


Tuesday, May 14, 2013

The Adventure Gets Sidetracked

Week 2, we had all the players.  The complete party:

Korgan, Dwarf Cleric
Fritz, Gnome Barbarian
Retzlaff, Gnome Paladin
Dickson, Halfling Rogue
Cerulean, Human Sorceress
Old Man, Human Wizard
Ezekial, Human Fighter

The party resupplied for another journey.  They were planning on 4 days, but brought enough for 12.  Buttstallion carried the burden.  They also hired Devahn, a human hireling to handle Buttstallion and make camp, etc.  Old Man joined the Mage Guild, gaining a couple of additional spells for his book.  He was also tasked with finding 1lb of unrefined silver ore for a town person. Buttstallion lobbied for a new name.  He was successful, gaining the moniker "Bad Ass."

The party headed out at dawn, and used the teleporter they found last week to get back into the citadel.  Finding the throne room dark and empty, they left Bad Ass and Devon and headed through a secret door.  Dickson signaled the all clear for traps "in his immediate area."  Korgan didn't listen and traveled 30' straight into a pit trap between 2 doors.  While attempting to remove the healing battery from the deep earth, the party was attacked by 7 gobbos. They dispatched the green menace with some difficulty, and nobody dying.

They found a room with stairs leading up.  In the room at the top of the stairs, they found 4 dwarven statues.  3 were the original clerics of Morridin, and the fourth was the first king of the fallen city.  The statues were enchanted to stop non-dwarves from advancing, but Korgan (our intrepid dwarven cleric) convinced the ancient statues to allow passage to his friends.

Next, the party wandered into a room with 2 statues of lizard men in opposite corners.  A button was found on one, which shut the door and started a 60 second timer.  After about a 1/2 hour they realized that when the timer counted down the door would re-open.

The next room they explored was a goblin whorehouse. They dispatched all of the goblins, except one who spoke Common.  The 6 int paladin (Retzlaff) took her on as a ward.  She told them where to find a mirror which goblins have been using to flood into the citadel.

At this point, they decided to rest in the Countdown Room (putting a pack on the button to keep the count at :60), sending 2 party members back for Bad Ass and Devahn, whom they found dead.  Half of Bad Ass had been apparently drug away by a dragon (they found a bloody dragon footprint).  The party regrouped and sent someone back to town for supplies.  The rest went mostly uneventfully, until the Zombie Carriage showed up.

During Fritz's watch, all the light was sucked out of the room, and a click-clack sound was heard.  Nobody was run over when the lights came back on, but there was a carriage which was lead by an undead looking horse and piloted by an undead looking driver.  The door flipped open with a sign which read: "One gold per passenger."
Dickson, the fearless rogue said to the party "how often can you ride a zombie carriage?" paid a gold and got on.  The rest of the party followed suit.  Taking a ride in the surprising accommodations, they were deposited in the Breeding Pits, not very far from the stairs leading back up.

Here they met some friendly moss-folk, and agreed to take the body of a dead elf away from the area.  The elf's corpse was contaminated by some kind of spore that would transform their children into something else.  They got directions to the corpse, the stairs and heard about a cleric in the depths that helps adventurers.

They headed out to the corpse, and found a humanoid adventuring party there.  A fight ensued, with the party using all of their resources to survive.  The elf and Firebeard's corpse were recovered.  While heading toward the stairs, they were attacked by a bunch of rats, one of which was dire.  A harrowing fight followed, but the party prevailed, but wounded. Here they found some silver ore for their quest.

They found their way to the steps up, and ran across more enchanted statues at the top.  These swing weapons at any who climb up the stairs, or approach the stairs.  One party member dropped (but was stable).  Korgan could feel the temple he purified, and the party moved there quickly.  They set up a home for Darcy (the goblin hireling) nearby, and headed back to town.

The party turned in a completed quest: silver ore, and turned in goblin ears (6 . . . they forgot to write down a bunch.) Fritz's player had to leave early, so his quest completion has to wait until next week.  And so, now we wait for next Saturday to arrive . . .

Thursday, May 9, 2013

The Adventure Begins

So, last Saturday (May 4th, 2013), we had our first playtest of the Megadungeon.  The heroes of the day:

Dwarf Cleric
Gnome Barbarian, who carries full sized longswords. (yeah, he's gonna die).
Gnome Paladin, Int 6.
Human Diviner
Human Fighter
Human Sorceress

I don't have their stats in front of me, hence no names.  However 2/3 of the party have at least 1 stat with 8 or less.  They bought a mule (named Buttstallion, from Borderlands fame). Several quests were given to the party to choose from.  The ones they chose were:
Kill Goblins (5 gp/pair of ears)
Sanctify Morridin's temple (accomplished, with no wandering monsters showing up.)
Find Firebeard's ring (or brother or corpse)
Find the Platinum Chalice

The adventure went like this:

Leave the city.  Walk for 2 hours.  Find a note on a door which read: "The water is gone, head South."
Head South.
Find Morridin's Temple, and spend 4 hours sanctifying it.  DM rolls 24 wandering monster checks. . . nada. 
Explore and kill some giant rats.  Nobody contracted a disease.
Find the citadel that holds the goblins.  Wandering Monsters (finally).  3 goblins drain minor resources from the party.
Explore 4 rooms of the citadel.  Fight 10 goblins at once.  The fighter cannot hit the Boss Goblin for 4 rounds.  Barbarian rages in time not to drop from damage.  Fighter finally hits Boss Goblin for the final blow. (The Paladin and Cleric had beat the crap out of him.) Fight wraps up as Barbarian drops.  Cleric heals Barbarian.
The party searches the room, and finds miniscule treasure, but they find a teleporter!
Session ends.

Sunday, January 6, 2013

Part 7: Merchants and Magi

I was able to get quite a bit done on the citysape tonight.  The hierarchy of the Guild of Mages is complete.  The merchants names and occupations are pretty much done:

Silversmith - Silver Impressions - proprietor/Mistress Silversmith Thora Silverbeard (Dwarf) - sells mostly statuettes, tableware, goblets, etc.  She can silver weapons.

Cartographer - Refound Places - proprietor/Master Cartographer Pennington Stinkfoot (Halfling) - sells maps of the mountain and countryside.  Pays for maps of areas that he has not seen.

Hordwar - Mighty Minions - proprietor Odeth Stonesetter - rents/contracts henchmen

Provisioneer - Durable Foodstuffs - proprietor Harold Grabman (human) - sells hard rations, candles, oil, rope, lanterns, etc.

Leather Worker - Miracles in Leather - proprietor Durak Mountainson - makes leather furniture, armor, slings, scabbards, etc

Bowyer/Fletcher - Straight Arrows - proprietor Lithe Winterleaf (elf) -  Bows and Arrows, Crossbows and Bolts and anything else archery related.

Blacksmith - Metal Masters - proprietor Shale Earthmolder - anything made of Iron, Steel, Mithral, Adamantine or other ferrous metals.  Specializes in weapons and armor.

Magic Miscellany  - proprietor Shiela Orcsbane (half-elf) - buys and sells durable magic items, except weapons and armor.  Enchanter on staff (Farin Orcsbane-human)

Advenurer’s Arms - proprietor Orrin Firebeard - buys and sells magic weapons and armor.









And the Mages:

Archmage - Dorin Stoneweaver
Headmaster of Enchantment - Elwyn Treeseeker
Great Diviner - Cleave Stonesight
Master Conjurer - Barin Livingstone

Other members of Guild (incomplete, but a good start to the list)
Ashley Robsarin
Attica Silverbeard  - Sister-in-law to Thora Silverbeard
Barley Evenleaf
Bullet Firestone
Caprica Whitebeard
Crane Shane-du
Crow Fellbark