Showing posts with label lair of the lamb. Show all posts
Showing posts with label lair of the lamb. Show all posts

Monday, December 13, 2021

Feeding the Lamb

 I'm thinking about expanding and rewriting Lair of the Lamb.

Refining the Lair of the Lamb

The Lair of the Lamb is alright.  It was meant to be a teaching dungeon, and to teach about consumables (light, water, food), time, and the importance of running away.  It mostly succeeded in that goal, but it could use a lot more guidance for the DM.  A lot of feedback involved 

I should probably remove/rewrite the stupid drowning ghost (better on paper than in practice).

The spiders in the crack are also unnecessary--there's no harm in letting people talk to the merchant longer.

Vandress and the sleeping priests are a lesson to teach (a) rooms are sometimes interconnected, and (b) secure the area before you start messing with things.  Vandress should probably have a spell that is well-suited to killing 1-2 PCs, but not more than that.  Vandress could also use more fleshing out.

Akina needs more fleshing out, too.

Jasper and Luntz, the gentleman ghouls.
I actually commissioned this from Alex S last year.

Refining the Gallery of the Ghouls

The Gallery needs a more substantial rewrite.  The purpose of this section was to allow the PCs to slow down, decompress from the Lamb segment, and learn about: investigation, exploration, negotiating with dubious NPCs, and puzzle-solving.  People tend to just rush through, without exploring the level much.

The ghouls will probably be fed some priests, so they'll probably be friendly and chatty when you first interact with them.  The PCs should have an opportunity to explore the area.

The goal--exit the dungeon, is confounded by the ghouls, who refuse to let you leave because they cannot leave.  Leaving will either involve killing the ghouls, tricking the ghouls, or befriending them.  Befriending them can involve several things, but one of them is certainly to find the missing fifth ghoul, and/or remove the ghoul fence.  They have about 24 hours--until the ghouls start getting hungry again.

The ghoul fence should be replaced with a sanctum septum.

Sanctum Septum


A sanctum septum is a general term for a certain type of seal constructed by the Church to seal off an area or prohibit a certain action.  There are many, many varieties.

One variety is a saint's hand atop a pole.  A piece of black twine is affixed to each finger.  The five threads spiral down the hand, and then down the pole.  Or perhaps they radiate, where they can be affixed to the walls.  Or they are woven into a loop, which is used to bind a cursed item or creature.

Another variety, is the nine eyes against chaos.  This is a symbol written onto scrolls, which are then nailed around the area.  Another version is a bronze tablet with the same symbol, sitting on a circle of dried ink.  Unbroken calligraphy flows out from the circle, guarding the area that is to be sealed.

Penalties for breaking the seal vary.  The most famous ones are an immediate sky execution or a hell summon--an immediate decapitation, where the severed head falls through the floor and straight into hell.

More commonly, however, breaking the seal merely summons a guardian.  The most common guardian is a pair of solamani.  A solamanus resembles a gigantic hand, a handspan the size of your armspan, with an eye in the palm.  They are draped in chainmail and amulets.  (The amulets determine what abilities the solamanus has, and with experience, you can learn to recognize them.)

Solamanus
Lvl 4/6  Def chain  Slam 1d12/2d8 + Grab
Fly  Int low  Str high  Dis guardian

Holy - Double damage to demons, undead, and warlocks.

Undead - If a solamanus is turned, it desummons for 1d6 rounds instead of fleeing.

Spells (2/3 MD) - knows revive solamanus and one other spell.

1. wall of fire
2. pacify
3. mirror image
4. summon serpent
5. glue
6. spell reflection

Revive Solamanus - Touch dead castromanus to revive it with 2*[sum] HP.

Pacify - Target cannot attempt actions that cause direct damage for [sum] turns.  Splittable.  Save negates.

Summon Serpent - Summons [dice] serpents.  Lvl 0  Def leather  Bite 0 + poison (1d6).

Glue - two touching objects become fused together.  Affects small areas: a palm, the sole of a foot, etc.  Creatures get a save (this extends to held or worn objects).  1 MD lasts [sum] rounds.  2 MD permanent.  3 MD - affects large objects and areas, 4 MD - permanently fuse two creatures into one (at least one creature must be willing; if you have two unwilling creatures then two people must cast this spell simultaneously to have a shot). Splittable.

Spell Reflection - Reflects the next spell that hits you.  Ignores spells that have more MD than are currently invested.  Covers you in a glowing aura (so it's obvious that you have some sort of protective aura).  Splittable.

The Abyssal Pillar


This is what's below the Lair of the Lamb.  I figure it can be keyed in 15-20 rooms/areas (but then again, I'm often too optimistic when estimating these things).


The Abyssal PIllar is a wonder of the ancient world--a crane system used to raise and lower things from the Underworld to the old city (the ruins below Lon Barago).

I'll have to shuffle some rooms around, but the elevator in LotL is built using the old windlass.  Move some rubble, open the hatch, and you can look down into a pitch black abyss.  If you fall, it's 2400' before you hit anything.

Stand on the south side of the lip, though, and hold a good torch, and you'll see a little ledge a ways off.

If you dangle down into this darkness at the end of a 50' rope, and swing back and forth a few times, you could probably grab hold of it and pull yourself up.

(Digression: I went rappeling off an overhang once and it was the most intense physical fear I've ever felt.  The moment when you let go of the ledge and put all your weight on your rope. . . it's whole-body terro.  I actually feel uncomfortable just typing this paragraph.)

The ledge is an old balcony.  The wall falls away--there's more abyss beneath you.

East is the prison stalactite.  About 10-20 prisoners were kept there.  They operated the wheel that powered the crane.  There's a section where cages dangle on the outside from chains.  The bottom floor is inaccessible (door welded shut) but you can get there if you climb down on the cages and jump to it.  (It opens into a hallway-thing.  There's no easy place for a grappling hook to attach.  (Sidenote: can a shitty hemp rope arrest a falling PC?  2-in-6 chance it breaks.)

West side has a big room where people lined up in front of the main gate (now caved in).  Gate offices hold records.

A regular staircase down turns into a sketchy external staircase.  You are now descending around the circumference of the pillar itself, which is about 200' in diameter (or 630' in circumference).  Metal spikes hammered into the stone once supported a staircase, but that has all rotted away.  The spikes are sturdy and well made.  Each about 2' long and spaced about 1' apart.  As long as you go slow and take your time, you can descend on them safely. 

Below, two albino apes have seen your light and are now climbing up to kill you.  You'll hear them coming well before you can see them.

Albino apes have the same stats as unarmed ogres with a climb speed.

The apes will attempt to throw people off the Pillar.  After throwing one person to their death, they'll probably break off the attack to go retrieve the corpse (unless the party seems very easy to kill).

They will recover the body and bring it to Toro the Death Knight, who lives at the quarry upriver.  He is holding their baby hostage (sort of).

The wheelhouse contains the body of the lower crane, a door to the halfway platform, and chain that allows you to climb back up to the bottom of the prison stalactite (if you still need to access the hard-to-get room).  It's a 200' climb up a chain, though.

The problem with climbing the chain is that there's no place to put your feet.  Your hands can grab the chain links easily enough, but your feet can't fit in the links.  If you had chicken feet, or pointy sabatons, climbing would be simple.  If you have a way to take rests (even just looping a rope around your waist and through the links) and a way to use your feet, you can climb the chain without any rolls required.  Without a way to rest, a Str check vs death is required to ascend.

At the bottom is the waterwheel that powers the whole thing, the remains of an ancient stone dock, and some stone houses.

Upriver is the old quarry.  Downriver is the Lake of Lamentations.

Wednesday, December 8, 2021

Feeding the Lamb + Four Demons

 Thinking about how I'm going to expand the Lair of the Lamb.

You don't have to read it you haven't already.  Just know that the adventure starts with the White Temple sacrificing the PCs to the Lamb and (probably) ends with the players escaping.  It's possible that they release a demon named Davok in the process.

The Rulers of Lon Barago

The Duke and Duchess are are in the capitol of Bospero, attempting to curry favor with the queen and her four mad sons.

Their son, the Dorcheso, can usually be found in his pleasure barge upriver, asleep between a lotus cloud and a breast.

There are several knights with households nearby--you may meet them.  The only interesting one is Sir Beloram, who married a fairy-woman.

For everyday matters, the White Temple is the real power in the city.

The White Temple

They worship Dormin, the god of wisdom and mathematics.  They have their fingers in many pies, but importantly, they control the only court in Lon Barago.

The Lamb is not something they summoned.  (It's more of a happy accident.)  They became interested in it once they discovered it could grow lambfruit, which shows the future.  (And unless the PCs killed both the Lamb and the Little Lambs, the possibility of lambfruit is still on the table.O

Sister Aloss tends the flowers.  She's convinced that they are sending him messages.  She is desperate for someone who can decode them.

Father Dibulus runs the court.  The dead are allowed to speak in Lon Barago, and a windchime in the window of the courtroom gives them voice.  (Father Dibulus interprets.) 

Father Saffron is legitimately the nicest dude you will ever meet in Lon Barago.  He loves helping people almost as much as he loves his church.  Knowledgeable about diseases and curses.  He runs the charity kitchen.

High Priestess Leshavela can read your character sheet by looking in your eyes.  Best avoided.

Brother Alabaster is an astronomer who wears bulky, concealing robes.  He is the fraternal twin brother to the Lamb.  (He resembles their late mother, while the Lamb resembles their father.)

Sister Omsa tends to the Lamb.  She noticed that the lambfruits improved when the Lambs diet was switched from grains to mutton.  She was the first to feed the Lamb a human.  Energetic, cheerful, absentminded, always intensely focused on one project at a time.  Right now it is the Lamb.  Before that, she was trying to improve the pie.  Before that, she was attempting to discover how eggs were made. 

Father Welton is not a member of the White Temple, but instead the representative of the Church.  He collects the tithes.  Whenever someone brings a cow to be sacrificed at the White Temple, they must bring two cows.  Father Welton will pick the nicer one for the Church (himself) then turn around and sell it in the marketplace.  He is contemptuous of Father Sprat.

Quests of the White Temple:

  • Bring Omus captured people to help feed the lamb.
    • Obviously impossible if the lamb is dead, but I still want this module to be flexible.
  • Weaken the Heavy Temple.
    • Take this tiny mummy and put it under Oxenbrand's bed.
    • Take this little worm thing and throw it in their well.
    • Find out how they get so strong.  (Secret: they're eating Davok's body.)
    • Embarrass them when the bishop visits. 
      • One suggestion: Get Grell out of there.
      • Another suggestion: get them drunk.

The Heavy Temple


Worship Parshekkis, whose prime virtue is HUGENESS.  Kindness and discipline are also in there.  They lack the subtlety of the White Temple and will probably lose the power struggle on a long enough timeline.  They are friendly and popular with people.  Every brother and sister is buff.  (This is where you can learn to be a muscle wizard.)

Oxenbrand, the Prime.  The strongest man alive.  Good natured.  So disciplined that he's actually pretty boring.  Just talks about his training program and how many eggs to eat per day.  ("Some say it's twelve, but I've found better results with sixteen.")

Miss Greff, the cook and medic of the Heavy Temple.  Mid-thirties, former adventurer.  The brains of the operation.  No real title, but she is universally respected.

Mordin, the Eldest.  First among equals, and the only monk with any weapon training.

Dansfurion, the Eagle.  Good at jumping.  Wants to train you and will not stop talking about it.

Loktar, the Demon.  The bad boy.  Competitive.  Wants to wrestle you.  Will probably win.  Can easily become an enemy or a friend, depending on how it goes.  Prime henchman material.

Father Sprat, the Church representative.  Collects tithes, hates Father Welton.

Their dark secret: Davok's headless body sits in their basement.  They carve flesh from his still-living body, and eat it.  The body regenerates slowly.  This is the secret to their inhuman strength.  In the meantime, the body seeps malice into the surrounding area, causes nightmares and mental illness.  (Note: Davok's chains are enchanted for use against demons.  Savvy PCs might want to hang on to them.)

Quests of the Heavy Temple


  • Secure a source of cheap, reliable protein.  This is their main problem.  Only Greff is astute enough to give other quests.
  • Kill the Lamb.
  • Figure out where the Lamb came from.  (Sister Omsa is exactly half a beer from telling you everything.)
    • If they find out about Alabaster, then kill him, too.
  • Fuck up the White Temple.
    • Make copies of the High Priestess' letters.
    • Recover the Anvil of Parshekkis.
    • Burn down their library.
  • Make the White Temple look bad when the bishop gets here.
    • Suggestion 1: Stage events in the streets to show how popular the Heavy Temple is in the streets.
    • Suggestion 2: reveal the Lamb sacrifices.  (The sacrifices aren't illegal, but every sacrifice to a lesser god needs to be matched with an equal-or-better sacrifice to Zulin.  The White temple has been dodging taxes, in a way.  The White Temple will argue that they're just feeding livestock, so there will probably be a trial.

The Bishop


Here's here to oversee the festival, but also to check on how the two temples are doing.  He wants things running smoothly--no fighting.

He's also looking for some brave souls to investigate the Crawling Castle.  (It started moving again.)

He does not yet know that the Maggot is stirring.

The Mossybump


Twenty years ago, a street urchin named Gallenty crept into a little stone house to find shelter from the rain.  She had discovered the long-abandoned altar of Shendormu, a small god of mushrooms and mold.

Mossybump is about half a mile out of town.  It's a weird little hill with a bunch of rare plants growing on it, often just singular examples of rare species.  Visitors think that it's a clever garden, but it's not.

Inside are two rooms.  The first room seats about 12 people and the priestess.  Behind a sacred door is a small, moldy room, where a big mushroom grows.  The mushroom doesn't seem to do anything, but it's wearing some jewelry.  

(DM Secret: the mushroom is just a mushroom.  The mold is the actual avatar of Shendormu.) 

Gallenty sleeps in a tent outside, where she makes a living selling drugs.  She'll happily tell that Shendormu is more of a metaphor than anything else.

Her only regular visitors are the two gangs of Lon Barago, for whom the Mossybump is truce territory.  The Tigersnakes visit during the day, while the Razorcocks visit at night.

She will be surprised when the bishop shows up to bless the shrine.

Two Gangs


The Tiger Snakes are the premier child gang of Lon Barago.  They buy drugs from Gallenty and resell them.  Don't underestimate them--they'll still fuck you up.  They also sell treasure maps (some of which are even genuine).  Their leader is Power Wolf.  He rides a huge dog named Power Dog (Lvl 3).

The Razorcocks organize cockfights on their boat.  They're friendly as long as you are spending money, but they're also quick to stab you.  They know no one will miss the weirdos from out of town.  Their roosters (Lvl 0  Def none  Razors 1d10) are trained to go for your throat. 

The two gangs are technically rivals, but c'mon, adults can't beat children in the street.  And so true violence rarely breaks out.

Befriending the Temples


Should be easy.  They're both involved in all the aspects of Lon Barago.

If you're starting out with the Lvl 0 funnel in Lair of the Lamb and the players have just escaped, both temples are looking to hire some deniable assets.

If the PCs advertise the fact that they killed the Lamb, the White Temple will try to have they reclaimed as escaped slaves (which I guess is legal?) and the Heavy Temple will try to shelter them.  There might be a trial, money will probably have to change hands, and the PCs will have a debt that they need to pay immediately.  (The White Temple will send Father Saffron to parlay with the PCs.  He's very nice, and appropriately contrite.)

If the PCs are starting out in town, then the same thing is true.

unrelated pic by Trevor Henderson


Four Demons


If you're running the level 0 funnel, the party will exit the dungeon with one of three conditions.
  • Davok is controlling one of the party members.
  • Davok is free, but not controlling anyone.
  • Davok is still in his box.
If the PCs are approaching Lon Barago as Level 1 characters, then Davok is still in his box.

If Davok is someone's warlock patron, he'll want them to locate Drivian.  

If Davok is free, he'll eventually possess some poor White Temple monk, and then locate Drivian.

If he's in the box, he's probably going to stay in the box.  If the players locate Drivian, they might be convinced to go free Davok.  Or, much later, Shinedown might have them do the same.

Demons vs Devils


Demons are the rebellious hellspawn who fled the Nine Circles after the Church conquered hell.  Their interests are mostly abyssal, but occasionally you get a sociopath who likes it on the surface world, despite it's noxious mein

Devils are chuchgoers.  They can be recognized by the shackles that they wear.  They serve the Church-In-Hell (which is the same as the Church?  Everyone hopes so.)  The devils that travel to the surface world do so to tempt us and harm us.  For example, succubi are here to ensure that all humans have equal opportunities to damn themselves, not just the pretty ones.

Davok


He's the first demon that the party will encounter, and the second most powerful.  He's a beast demon, and the souls of a thousand hunted animals swim in his heart, crying for release.  (If he encounters a hunter, he has a hard time not killing them immediately.)  He also allows a character to start taking levels in warlock.

He is clever, more clever than any man, but this intelligence is dulled by the brute emotions that slosh in Davok like an overfilled bucket.  Still, the PCs should never underestimate him.

If Davok recovers his body, he will be whole again (see statblock below).  He will want to become the patron of one (or more) of the PCs, so that they can bind themselves to each other.  Patrons and clients cannot act overtly against each other.  The spells he bestows do not come from him, but from his master.

Existing in his full form is exhausting, however.  If the PCs agree to work for him, he will shrink down into a tiny elephant (6" tall) and demand to be taken along with them.  When he is not giving orders, he will sleep, turning into a stone elephant figurine.  Davok sleeps a lot.

His goals: find Drivian and/or Fuckload, figure out what happened, then link up with his master.

Davok will avoid helping you in his full demon form, or even in his adorable tiny elephant form.  He's very drained.  In a true life-or-death emergency, he might deign to help, but only at a terrible cost (e.g. another PC pledges their soul to him).

Like all demons, Davok cannot be easily killed.  If he is killed through mundane violence, he will return in 1d20 hours as a spirit.  Once he possesses someone (Save to resist) he gains control of them.  Every day, one Level of Davok will be invested in them until they are Davok.  (Davok can choose to suppress this effect.)  At this point, the possession cannot be reversed. 

LvlDef leather  Bite 1d10
Move as human  Str as ogre  Dis goal-oriented, irritable
Spells (3 MD): ignite, shattershield, extinguish

Explosive Polycephaly - Whenever Davok takes damage, a new animal head explodes out of the wound giving him a new bite attack that does 1d6 damage.  Davok can have up to 6 of these heads, but only two of them can attack the same target.  When combat is done, Davok will rip them off and eat them (too noisy).

Banishment - Davok can only be permanently killed if the killing blow is performed by a rodent.  

Ignite: Target takes [sum] damage and catches on fire.  Save for half, and doesn't catch on fire.

Shattershield: Castable as a reaction when you are attacked.  [Least] +4 Def.  [Better] +4 Def and opponent weapon is damaged.  [Best] +4 Def and opponent weapon is shattered.

Extinguish: light source is extinguished.  1 MD for a torch, 2 MD for a campfire, etc.

Least, Better, Best


Have I talked about this spell format yet?  Basically your roll all of your MD, look at the highest result among your dice, and then index the result below.  The more dice you roll, the better your chance for stronger results.

1-3    Least
4-5    Better
6        Best

Pretty sure Chris came up with this mechanic, but I can't find the exact post.

Drivian


A lowly spider demon, no bigger than a dog.  He lives in the abandoned windmill where he considers himself a spymaster.

Drivian has a genius intellect that is spoiled by his reductionist mindset and crippling biases.  He sees so many trees, but he cannot conceive of the forest.

His voice is wet and gurgling, full of hisses and pops.  He has befriended the Tiger Snakes, and has enlisted them as his spy minions.  His many ensorcelled spiders also gather information on his behalf.  He often has the Tiger Snakes perform missions for him.  ("Yessss.  YESSSS!  You must put these spiders on the priest's cat!  Then I will learn the secrets of the White Temple!  AHAHAHA!")

From his army of spiders and alcoholic children, he has learned a great deal of gossip.  ("Yesss.   YESSSS!  Soon Elanda will discover that Marcel is cheating on her with their daughter's tutor!  AHAHAHAHA!")  

He's also learned that Santa Claus exists, spicy things are gross, and that dogs cannot look up.

He asks the children to sacrifice babies to him, but he doesn't actually know what babies look like (he doesn't leave his windmill--all his knowledge is verbal).  And so the children have been happily sacrificing stray kittens and other small animals, much to the maniac delight of Drivian.

The children, in return, have been happily subsisting on Drivian's stories.  What 10-year-old boy wouldn't want to hear about the flensing of the damned, or the endless oceans of blood, or how it sounds when the needle-hounds devour themselves on the peaks of the Apocalypse Mount?

Way better stories than Pappo tells.

If you were thinking that Drivian was harmless, you would be correct.  Without Davok to motivate him, he is.

LvlAgility plate+2  Bite 1d6+poison (1d6)
Move quick  Int high  Wis execrable  Dis Zim

Possession - Drivian is too weak to possess humans.  He can possess spiders, though.

Banishment - Drivian must be bound in a cloth or net woven by a virgin.  Then he must be drowned in holy water.

Spit Web (1/day) - 20' diameter.  Dex or become entangled and rooted.

Summon Spiders - Swarm of spiders arrives 1 round later.  (Lvl 2, immune to most forms of damage)

The Demons as Enemies


If left unattended, the PCs will eventually hear of a murder at the Heavy Temple.  Although no one outside of the Heavy Temple knows it, Davok has reclaimed his body.  At this point, Davok will locate Drivian and learn what happened.

Davok will probably try to possess someone (ideally a monk from the White Temple) and set him up as a prophet.  Suspicion will be allayed as Davok-monk's proclamations are revealed to be true.  Marcel was cheating on Elanda.

He will preach, and he will become popular.  At some point he will start prophesying.

He will locate a missing child.  (One of the Tiger Snakes, obeying Drivian.)

He will predict a fire.  (Started by one of the Tiger Snakes.  This one is suspicious, since it looks like arson.  The demons almost bungle it.)

He will predict a spider bite (one of Drivian's minions spiders) and arrive with an antidote, just in time.

This sort of thing gets the Church's attention very quickly.  In a few months, expect a retinue of priests and paladins to show up to meet and welcome the new saint (or eliminate him, if he is genuine).  The demons expect to have the business wrapped up very quickly.

While all of this is going on, the Davok-priest will fund expeditions into the Light Collector, attempting to free (or at least contact) their master.  

If the demons remain unattended, they will probably succeed at all of their goals, eventually evacuating the village to the stone circle under false pretenses, where 500 of them will die and their bodies filled by the Perilous Company.

The Demons as Allies


If Drivian is encountered first, he will try to get the PCs to seek out Davok.  He knows one of the temples has him, but not which one.  The PCs will probably encounter Drivian eventually.  The cackling spider-thing in the old windmill is a secret, but not much of one.

When Davok and Drivian meet again, they will spend a good chunk of time cursing each other out.  

"May beetles copulate in your brain, that you may have an excuse for your stupidity!  You were captured!  I alone evaded!" 

"Worthless insect anus!  Would that you had a thousand testicles and I, a hammer!"
But they'll eventually calm down and cooperate.  They need to find their master.

Davok has no clue about what happened, but Drivian can fill him in.  The story is simple: Fuckload betrayed them all.  

Fuckload


Fuckload is a legion demon.  The last time that Drivian saw him, he was possessing a herd of about 100 pigs.  

When he jumped ship, the ensuing cascade of disasters ultimately killed the Light Collector and trapped the eldest demon in a geas that was impossible to fulfill.  It was a shitstorm that ruined everyone's plans.  Even Fuckload regrets it.

Because let's get one thing straight: Fuckload is an absolute idiot.

Quick, think of the tactics and planning that a violent, distracted six-year-old would choose.  That's how Fuckload thinks.

He swears constantly.  He shouts constantly.  He wants to break things and get drunk (and it takes a lot of beer to get 100 pigs drunk.)  He constantly fornicates with himself (pig on pig on pig on pig on pig).  

This made everyone uncomfortable.  It even made the other demons uncomfortable, although for different reasons.

Fuckload is actually hiding out at Glinden Dairy, but that's a whole separate blog post.

Banishment: All of the pigs must be killed except one.  There must be no other pig or farm animal within a mile.  The last pig must be seasoned, stuffed, and roasted alive.  Then he must be eaten by his captors--all of them.

Finding Fuckload: The PCs will probably get their hook for that place when someone sensitive (Davok, Drivian, paladin, priest) takes a sip of a glass of milk and declares "Glech!  This milk tastes like it came from the teat of a demon!".

Which is true--it did.

Shinedown


Shinedown is the master of the other two demons.  He is currently trapped somewhere in the bottom of the Light Collector.  (The dungeon, and the wizard who made it, are both called the Light Collector.)  

Unlike the others, Shinedown is a chilling instrument of surgical malice.  She is ruthless and utterly pragmatic, although she can be urbane and charming when the need arises.

She is currently trapped inside a dead oak tree somewhere on the bottom levels.  She's a big, grimy tree.  Around her are three aspects of her personality that she has isolated from the rest of her mind.  Compassion, Playfulness, and Trust.  They look and behave like children, and rarely stray too far from the tree.

If she is freed, she can pull herself from the ground and actually start doing stuff.  She looks like siren-head with a tree atop her shoulders.  As she takes damage, the wood of the tree will flake away, revealing her real face--a bloody nest of skulls and far, far too many teeth. 

She can also transform into a human with a red scarf and red gloves.  Anyone who removes it from her has power over her.

Shinedown is also capable of extracting oaths.  Most people die when they break a promise to her.  Combined with her willingness to threaten people's lives and families, she's capable of collecting a lot of servants very quickly.

Lvl 9  Defense plate  Slam 2d8 + shatter
Move fast  Int high  Wis high  Dis cold pragmatism
Spells (4 MD): raise zombie, charm, teleport, control teeth

Possession - Shinedown can possess anything taller than a child.

Banishment - Shinedown must be crushed by something really, really heavy.

Shatter - One piece of armor or held item shatters.  Magical items get a save.

True Magic - This is basically just a small version of wish.  Twice as many MD must be invested as normal.  So to get an effect comparable to a 1 MD spell, 2 MD must be expelled.  The high cost is offset by the extreme versatility of this ability.  Effects are permanent whenever 4 MD are used.

Demon Magic - Whenever a mishap is rolled, a lesser demon is summoned.  Whenever a catastrophe is rolled, a similar demon is summoned.

Teleport: Max distance is 5 ft / 50 ft / 500 ft / 5000 ft.  You can bring yourself and 0/1/2/3 other creatures.  Unwilling creatures get a save, and must be touched.

Control Teeth: Can be used to push or pull things with teeth, hold jaws closed, etc (Str bonus = [sum]).  Can also be used to rip out [sum] teeth if they fail a save (dealing [sum]) damage, and breaking their jaw if more than 10 points of damage are dealt.  As part of the same spell effect, teeth removed this way can be fired at a target for [sum] damage, although this requires an attack roll.

Shinedown's dramatic executions are typically performed by pulling someone's teeth down their throat, through the arteries of their neck, and into their heart.

The Perilous Company


All of the demons are trapped here until they can fulfil their oath, which is to resurrect the extracted souls of a mercenary group called the Perilous Company.  

If Fuckload hadn't fucked everything up, Shinedown would have helped the Light Collector instill the souls of the Perilous Company into immortal war-bodies.  But that's all gone now.  By now, containment has failed and the war-bodies have probably all been eaten by rats.

For what it's worth, the Perilous Company agreed to all this.  Or at least, the part where they agreed to get paid in exchange for godlike strength and invulnerability.  The part where their souls were trapped in some dungeon while their bodies rotted wasn't part of the plan.  Neither was all of their loved ones dying without ever knowing their fate.

Shinedown, Davok, and Drivian will probably work together to install the Perilous Company in the bodies of whatever peasants and bystanders they can get their hands on.  They want to go home, and there's no other options.  This may be a peasant or two in the beginning, but if left unattended, they'll eventually try to capture the whole town of Lon Barago (or at least, 500 of them).

The Perilous Company is probably alloyed to the same cause, but expect some anger when they wake up in the body of a random rancher.  Most will want to resurrect their battle-brothers immediately.  Other goals include finding their living descendants (if any), destroying the Light Collector, and/or trying to see if they can still get immortal warbodies.

Thursday, May 21, 2020

Advice for OSR DMs

I wrote an introduction section that is meant for the Lair of the Lamb.  

The most interesting part for most of you will probably be the Advice for DMs section, but I'm posting the whole thing here since it's a good explanation of (a) old-school dungeoncrawls, as I see them, and (b) the style of gameplay that I'm shooting for in the Lair of the Lamb.

by Konstantin Kostadinov

What You are Reading

This text is meant to be an introduction to both the GLOG and an old-school dungeoncrawl.

The Goblin Laws of Gaming

The ruleset in this book is sufficient for the adventure in this book.  The rules will serve you well up until the last page of the dungeoncrawl.
But the GLOG that can be printed is not the True GLOG.  The GLOG is a philosophy—gather the rules that improve your game, and exile the rules that don't.  The published rules are just building blocks for you to incorporate or discard as you see fit.
There are two reasons we should shun a monolith.
First, there is no one-size-fits-all RPG.  Your game will improve after you tailor it to meet your group’s expectations and preferences.  Second, the best rules and creatures for your game will not exist in a single book--they will exist in many.  (In another book, I hope I can write about how to best make these decisions.)

An Old-School Dungeoncrawl

The players will control a group of lowly peasants who attempt to escape a dangerous and exotic underground maze.  That makes it a dungeoncrawl.
They will map the dungeon themselves, track light sources, they will rely on their wits (instead of their class abilities), and some will die.  These things make it old-school.
Level-0 Peasants
Each player will play as several level-0 peasants.  By the end of the module, each player will (hopefully) exit the dungeon with a level 1 character who has earned their hit points the hard way.  
We do this so that:
  • The players can start playing quickly.  New players are neither knowledgeable nor invested.  (Later, the surviving characters will be flesh out.  Backstories are for closers.)
  • The players can learn to play with the simplest character sheet possible.  Mechanics can be introduced one by one.
  • The players are not punished too harshly for their mistakes.  Since they have extra lives, they can move on from fatal errors.  Since the dungeon is lethal, it’s best if players are familiar with the genre before they are attached to a particular character.
  • Parts of the dungeon can be closed off to groups without particular gear.  Torches, ropes, and weapons can fulfill the role of keys.
  • The world's cruelty must be instructed.


Advice for DMs


Meaningful Choices

Give the players as many meaningful choices as you can. This means a choice where:
  • The negative outcome is known (at least approximately).
  • The positive outcome is known (at least approximately).
  • The odds are known (at least approximately).
  • The outcomes affect the game (they are not trivial).
  • The player is also free to choose not to choose (they can walk away).
Shoot for at least 4 of the 5.


Similarly, try to avoid giving players meaningless choices.  “Do you go down identical tunnel A or identical tunnel B?”

And respect their decisions.  If the players choose to avoid the ogre encounter, don’t reskin the ogres as half-giants and put the encounter in front of them again.  Conversely, if they find a way to easily kill the ogres in the first round, respect their ingenuity and allow the ogres to die (don’t give the ogres more HP on the fly, or re-insert the encounter later).

We want players to feel ownership of the results of their choices.  “I did this.”  For the same reason, players roll as many of the dice as possible. (The DM rolls as few as possible.)

Information

Part of giving the players meaningful choices is giving them the information they need to make their decisions.  They need to know what the risks and the rewards are for any decision (at least approximately).

Don’t hide information behind rolls--just give it to your players.  When in doubt, give them more information.  It is more important to inform your players than it is to find justifications for how the characters would know things.

Impact

You must allow your players’ actions to change, build, and destroy your world.

You are not a tour guide nor a train conductor.  You are the manager of a very dangerous wildlife reserve.  If your players choose to organize the leopards into a militia, tell them where they can find boots.  If your players choose to burn down the forest, let your setting burn.  Let their decisions matter.

(There is nothing wrong with scripted events or fluff encounters; just be cognizant of what they are.)

Lethality

Players in breezy games will sometimes drink random potions just to see the result, because they know that nothing truly terrible will happen.  This isn’t that kind of game.  Sometimes the strange bottle contains poison, and sometimes it kills you without a saving throw.  Don’t drink poison.

The sooner that players learn this expectation, the sooner they will thrive.  Playing multiple characters helps players learn this lesson without a tutorial section.  Do not go easy on them--if your kindness teaches them that their characters will not die even when they probably should, your kindness has become a cruelty, since it creates expectations that will be shattered much later (and more painfully).

The dungeon is not an unthinking meat grinder.  The dungeon is a test, where wrong answers are penalized.  Skilled players will be able to navigate the dungeon without any deaths, while fools will TPK in the first few rooms.

Combat is a little different, since the chaos of d20 rolls means that the weaker party sometimes triumphs--which is why risk-averse players should also be combat-averse players.

Fair Deaths

Players should die, but they should die as the result of bad choices.

A player that dies shouldn’t feel angry at the injustice of it all.  Ideally, they should sigh, shrug, smile, and say “yeah, I kinda figured that might happen.”

Bad: “You walk into the room.  Rocks fall.  Everyone roll a Dex save or take damage.”

Good: “The sagging ceiling seems to be held up by a spear.”

A player that dies in the first room would have good reason to feel bitter.  A player who dies in the second will only have themselves to blame.  Fair deaths result from meaningful choices.

Keep Track

Every action in the dungeon has a cost.  Searching the bone pile takes precious time.  Torches will burn down.  There is the chance that a random encounter might occur.  Searching the bone pile is a bit like a shop where items are purchased with torchlight and blood.

You cannot have a meaningful campaign unless strict time measures are kept.  The same applies to torches and rations.

HP (or the number of peasants) is another resource.  HP can be thought of as the character’s risk budget.  You spend HP on risky actions.  Characters with more HP can do more things because they can afford to take more risks.  A low-HP group is a miserable thing, crawling past the wonders of the underworld, unable to afford a taste.

Allow Failure

Your players will die: sometimes heroically, sometimes embarassingly.  Resist the temptation to save them.  This is one of the hardest things for groups to adjust to (which is why it’s so important to set expectations early).

Allow PCs to flee combat, but never fudge the dice.  After all, they chose to stay and fight.

Your players will not find all the secret areas.  Resist the temptation to drop hints.  Finding secret areas is one of the things that separates good players from novices.  Not that there’s anything wrong with participation trophies, but there needs to be a trophy for excellence, too.

After the session, resist the temptation to tell players about all of the things that they missed.  Those secrets must be purchased through cleverness and bravery, or not at all.

Allow Success

There must be rewards commensurate with the dangers.  Allow players opportunities to feel powerful.  They will sidestep your traps and one-shot your bosses; celebrate these moments with them.

They will want to make their characters cool.  Let them go buy the swordcane that they want.  The dungeon made the survivors rich--let them throw a party.

Allow Players to Pick their Genre

You cannot enforce morality on your players if they want to play as murderhobos.  Similarly, a horror game is impossible if the players keep making Monty Python jokes.  You can nudge in a direction (after all, the DM is a player, too) but you cannot require.

If you write up courtly intrigues but your players only want to kick down doors and kill things, either (a) have an open conversation about your goals for this game, or (b) give them the kind of game that they want.

Never Fudge the Dice

Better yet, roll them out in the open.

If you are adjusting the difficulty on the fly, then it’s no different than wrestling with your dad.  A mock struggle, followed by a fictional triumph.  You might as well not roll dice at all.  (It might still tell a good story, but how shallow must that victory feel, knowing that was never any other outcome.)

If a combat is too easy for the players, the monsters will flee or surrender (see Morale).

If the combat is too difficult, the players can always run away (see Pursuit).  Learning to flee a losing battle is something that many groups struggle with, which is why that is the first lesson taught in the Lair of the Lamb.


Advice for Players

Think in Terms of the Dungeon Level

Other games might envision an adventure as a series of encounters, each relatively isolated from each other.

This dungeon is not like that.  It is a single, interlocking mechanism.  Opening paths creates loops that you can retreat down.  Monsters roam from room to room.  Noticing a blank spot on the map allows players to infer the location of a secret room.  Answers to a puzzle are found in a different room.  Think globally, rather than locally.

Keep an eye on that map.

Learn Everything You Can

In the beginning, the dungeon is unknown, and peasants will die because they didn’t recognize its perils.  But eventually the dungeon will be maps and the mechanisms tamed.  You will turn the traps against your enemies.  At this point, the dungeon is no longer the wolf beyond the firelight, it is the tame dog at your side, another tool in your backpack.  Yet, the only thing that you have gained in knowledge.

Information is a precious resource that can be leveraged to gain an advantage in nearly every situation.  Your DM has been instructed to give you plenty of information in every situation, but you can always ask for more.  Try to ask a question in every room.

The more you know about the dungeon, the better you can use it to be clever.

Be Clever

Fuck your Int score.  Always be as clever as you can.  You are not wrestling with your dad; the dungeon will kill you if you let it.  

The solutions are not on your character sheet.  You do not have class abilities that you can rely on in every situation.  Look at your inventory, look at the map, look at the other players.  The rules have fuzzy edges in the GLOG--bend reality to your will by bargaining with the DM.

“Can I fill the pit with enough bones so that Akina can climb out?”

“Can I use my Butchery skill to help stabilize Goren?”

“Can I use the brightness juice to blind her?”

None of these three questions are covered by the rules, yet they are all indisputably good ideas.  A good DM will find a way to reward good ideas.

Similarly, many of the puzzles in the Lair of the Lamb are open-ended.  They have multiple solutions that I have imagined, and many other solutions that I haven’t.  Keep throwing ideas at them--eventually something will stick.

Treat the NPCs Like People

Think about what the monsters want.  Every sentient thing has a set of wants and fears, even if it’s as simple as “food” and “light”.

Likewise, no NPC has an entirely rigid response.   Enemies can become friends.  Friends can turn against you. Not because it’s scripted or because it makes dramatic sense, but because of how you treated them, and how well you fit into their wants/fears.

There are no social skills.  You’ll have to figure out what they want by asking them the old-fashioned way.

Avoid Combat

Unless you know you are going to win, of course.  The best combats are the ones that you have already won before they start, whether through trap, trick, poison, or fire.  Never rely on the dice--they will always betray you, in the end.

You may spend more time choosing and planning battles than actually fighting.  This is good.  And remember that running away is always an option.

And if combat is unavoidable, at least try to fall back to a more defensible position.  

Focus on the Dungeon

Right now, the real focus is the byzantine machine at the heart of the world: the dungeon itself. Quickly learn its moods and anatomies.

Keep a mind on your goals: water first, escape last.  

Look for Secrets

There at least a dozen secret areas and items to discover in the Lair of the Lamb.  Finding them will give you useful tools (and level-ups).  All of them will improve your chance of survival.

You must balance your hunt for the exit with your search for resources.  It is not easy to find a balance between these two things, and yet the best players will find a way.