Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Jun 8, 2025

A dungeon while I wait for Labubu to restock...

(NOTE: I started this post on May 30)

Apparently, we made a promise to our daughter to buy her a special kind of doll called a LABUBU (google it). These are all the trend nowadays and therefore I have no idea since I was born in the early 80s and still believe that all kids likes one of the following three things:

  • robots from outer space that transforms into cassette players
  • semi-aquatic creatures with hard shells that fights evil while enjoying Italian cuisine in American oversized sewers
  • Danish plastics


And you can't just order them online willy-nilly, no, because they restock them at what seems completely random. But according to Internet rumours, they will restock them tonight - or, as we in Sweden call it, four in the morning... And since it's around eleven in the evening here right now, I have a couple of hours to kill, so why not do a stupid dungeon while I wait?

So therefore I present to you, in monospaced typeface, 40 characters column width, made up as I go, completely untested...


(UPDATE: read the epilogue at the faaaaaaar end of this post if you want to know whether or not they DID restock the LABUBU...!)


========================================
/              THE  CURSE              \
/                  OF                  \
/              THE UBUBAL              \
========================================
 
 
BACKGROUND
In the sandiest part of the lost desert
of AL BUUB, there lies a stone temple,
shaped like cube.
 
It is said that treasures aplenty awaits
those who dare enter - IF they can avoid
the lurking eyes of...THE UBUBAL!
 
 
TRUE RUMOURS (1d6)
 1. The temple is only accessible
    through a water tunnel
 2. The UBUBAL is trapped inside the
    temple
 3. The UBUBAL has a mesmerising gaze
 4. The UBUBAL is afraid of water
 5. "Greed will kill the frogs!"
 6. The temple has been used as a prison 
 
 
FALSE RUMOURS (1d6)
 1. The UBUBAL isn't real
 2. The temple is empty
 3. The water in the oasis is poisonous
 4. There are frogs in the temple that
    speak the human tongue, if patted
 5. All treasure is cursed by the UBUBAL
 6. The UBUBAL is a small doll
    resembling a bear
 
 
TRUE AND FALSE RUMOUR (1d1)
 1. The last expedition is still alive
    in the temple
(this is both true and false since they
were turned into zombies.)
 
 
WILDERNESS MAP
======================================== 
. .   .  .        .               .
     .          .    .    T          .
  .         .            O     .
 .     .           .      .      . 
========================================
                . = SAND
                T = TEMPLE
                O = OASIS 

The temple has no visible entrance. The
only way in is through a water tunnel
from the oasis outside.
 
 
OASIS SIDE VIEW MAP
========================================
 
                              S 
 
 
__P___P...........P_P______________T1___
        ..........                 t2
         .......            .......t3
          ....             ...     
          .....         ....   
           ...............

========================================
     _ = GROUND LEVEL (SAND)
     . = WATER
    T1 = TEMPLE LVL 1 (ABOVE GROUND)
    t2 = TEMPLE LVL 2 (BELOW GROUND)
    t3 = TEMPLE LVL 3 (BELOW GROUND) 
     P = PALM TREE
     S = SUN
 
It is possible for an adult human to
hold their breath and swim the
distance just barely, but this assumes
no armour.
 
There is no aquatic life in the water. 
 
 
TEMPLE MAP - LEVEL 3 (t3)
========================================
 
  ###################################
  # .E...<<<    S $ ## ^    ## ¤ ¤ ##
  ############D#######  Z $ ##  ^  ##
  #.&.#......   ¤ #######   ## ¤ ¤ ##
  #...#...F...    ## ¤ #######     ##
  #...S......     D          D     ##
  ###################################

======================================== 
   # = STONE WALL
   . = WATER
   E = EXIT (FROM WATER TUNNEL)
 <<< = SLOPE UPWARDS (SMOOTH ROCKS)
   D = DOOR 
   S = SECRET DOOR
   $ = TREASURE (ROLL ON TABLE)
   ¤ = BRAZIER (BURNING)  
   F = 1d12 FROGS
   ^ = HOLE IN CEILING (TO LEVEL 2)
   & = FROG STATUE 
   Z = ZOMBIE 
 
   ONE SQUARE EQUALS 1.5 METRES
 
Level 3 of the stone temple is a damp
place. The air is thick with smoke from
the burning braziers. The ceiling
height is about 3 metres. 
 
STONE WALLs (#) are blueish in colour,
and rough to the touch. 
 
SLOPE (<<<) is slippery and smooth.
There are RUNES cut into the stone that
may be hard to notice, that spell out:
           BUBU LAL UBUB
Pronouncing the runes out loud will
make ones teeth sharp as knives (1d4
damage), and fixate a sinister smile on
the speaker for one hour.
(Pronouncing the runes outside the
temple has no effect.)
 
SECRET DOORs (S) are both large linen
tapestries, running from ceiling to
floor, of animals resembling bears with
unnatural large grins and eyes.
 
TREASURE ($) for this level is rolled
on this table:
 
  1. 2d4 glowing corundum gems, will not glow
     outside the temple 
     (100 GP, weighs 0.5 kg)
  2. A figurine of a frog with
     humanoid body, holding out its
     hands. It's hollow with no apparent
     opening, and contains liquid that
     when quaffed has the same effect as
     a Cure Serious Wounds spell.
     There are also two broken figurines,
     empty on liquid. 
     (250 GP, weighs 1 kg)
  3. A sealed glass jar containing
     a green blob floating in oil.
     The blob presses its body
     against the jar in the
     direction of treasure or danger
     (500 GP, weighs 2 kg)
  4. 2d6 x 1000 SP and a human skull
     with claw markings on it
  5. Lots of broken pottery, mixed with
     105 GP
  6. A magic wand, that fires projectiles
     that splashes water on impact (no
     damage)
     (50 charges, 50 GP)
  
All DOORs (D) are stuck but unlocked.
The first door has a small opening at the
bottom, big enough for a small animal to
pass through. 
 
FROGS (F) occupy a pool of water, around
one metre deep. They are colourful and
poisonous, but in all regards normal
frogs.
 
The HOLE IN CEILING (^) is about 1m².
Looking up only darkness can be seen.
A faint, low pitched moaning can be
heard from time to time.
  Each hole leads to the same square
on temple level 2 (t2).
 
The FROG STATUE (&) depicts a large
sitting frog, the size of a large dog.
  The statue is carved from a tree trunk,
and rests on a stone slab, so it isn't
touching the water.
  There is an emerald inserted into
the left eye socket of the statue
(500 GP), the other socket is empty.
Removing the emerald will immediately
kill all frogs on this level.
  The water in this area is knee deep.
 
The ZOMBIE (Z) is in pretty bad shape,
since it has fallen down through the
hole from level 2 (t2). It can't use
its left leg.
    AC 8, 2 HD, #ATK 1, DMG d8
    SPECIAL ATTACK: see zombies
    on level 2.
 
 
 
TEMPLE MAP - LEVEL 2 (t2)
========================================
 
  ###################################
  #     D   #  $ D  #  v#     D   #$#
  #  #####  ######  ##B##  #### v # #
  #  b 3 #  2    #         #1 B   S #
  #  #########  ##  #####S###########
  #4 b   #   b      S $#          ^ #
  ###################################
               
========================================
    # = STONE WALL
    v = HOLE IN FLOOR (TO LEVEL 3)
    ^ = HOLE IN CEILING (TO LEVEL 1) 
    D = DOOR (STUCK)
    S = SECRET DOOR
    B = BARRED DOOR
    b = OPEN BARRED DOOR 
    1 = ZOMBIE 1
    2 = ZOMBIE 2 (WANDERING)
    3 = ZOMBIE 3 (WANDERING)
    4 = ZOMBIE 4 (WANDERING)
 
Level 2 of the stone temple is
pitch dark; there are no light sources.
 
The ceiling height is around 3 metres.
 
There are floor-to-ceiling tapestries
here and there on this floor as well,
same as on level 3, but none are
secret doors. 

HOLE IN FLOOR (v) back down to level 3
is around 1m². They exit to the same
square on the map for level 3 (t3).
 
SECRET DOORs (S) on this floor are door
frames that have been filled with bricks
with no mortar, so a gentle push will
reveal an opening, though the darkness
will make it hard to detect them.
 
All DOORs (D) are stuck but unlocked.
 
BARRED DOORs (B) are rusty and old, and
locked. The gap between the bars are
wide enough to fit a hand. The keys are
long gone.
 
All ZOMBIEs (1, 2, 3, 4) share the
same statistics:
    AC 8, 2 HD, DMG d8
    SPECIAL ATTACK: can prolong their
    tongue up to 4.5 metres in an
    attack to try and grapple an
    opponent (e.g. the tongue shoots
    out of their mouth). The zombie
    will not necessarily attack the
    grappled opponent, even if that
    means that their tongue is
    "occupied".
    Cutting off the tongue will turn it
    into a sentient "snake", that will
    attack on its own; it will try to
    strangle its opponent. Only fire
    will truly kill it 
    (AC 6, 1 HP, DMG 1d4/round) 
 
ZOMBIE 1 (1) is clad in torn clothes,
and wanders aimlessly inside its cell. 
It carries a silver necklace with a
wooden pendant around its neck. The
wooden pendant resembles a bear. 
  There is a pile of shredded textiles
in the corner, and underneath, a small
wooden bear figurine.
 
ZOMBIE 2 (2) carries pants, no shirt,
and a helmet turned the wrong way. The
zombie doesn't seem to mind. It is
wandering aimlessly, changing
direction when bumping into walls.
  It is holding a severed arm. 
 
ZOMBIE 3 (3) is missing its right eye.
A green emerald has been shoved in the
eye socket (500 GP).
  It is holding a wooden bear figurine,
which it will utilise as a weapon.
 
ZOMBIE 4 (4) is missing its left arm.
 
TREASURE ($) on this level is rolled on
this table:
 
  1. 2d20 x 10,000 copper pieces, and a
     wooden bear idol the size of a
     hand 
  2. Leather pouch containing 2d8 dried
     leaves. Eating one will grant user
     ability to breathe under water
     for ten minutes; however,
     breathing air during that period
     is impossible 
  3. A stained old map of an unknown
     region. Scribbled drawings of large
     eyes and teeth are drawn at certain
     locations
  4. 3d4 dried frogs in a leather pouch.
     Eating one whole grants user one of
     the follow random effects for ten
     minutes (1d4):
      1. Uncontrolled vomiting; unable to
         act during this period
      2. Speak with amphibians
      3. Can leap 3 metres into the air
      4. Eyes turn pitch black. Palms
         start producing mild toxins 
  5. A bear skull, ornamented with
     beautiful stones, of which now
     2d4 remains (50 GP/each)
  6. Dagger of Doutdes. On a hit,
     depletes half of targets HP, but
     on the next hit, does the same to
     the wielder, and so on.
       Roll d6 to determine "starting
       state": 1-3 deplete target,
               4-6 deplete wielder
 
 
 
TEMPLE MAP - LEVEL 1 (T1)
========================================
 
  ###################################
  #                                 #
  #        I    I    i    I         #
  # A U                             #
  #        I    I    I    I         #
  #                               v #
  ###################################
               
========================================
     # = STONE WALL
     I = MARBLE COLUMNS
     i = MARBLE COLUMN (DAMAGED) 
     v = HOLE IN FLOOR (TO LEVEL 2)
     U = THE UBUBAL
     A = ALTAR 
 
Level 1 of the stone temple is pitch
dark; there are no light sources, save
for the UBUBAL's eyes, which illuminates
the immediate area in front of it (up to
1 metre).
 
The MARBLE COLUMNS (I) are pillars that
stretches from floor to ceiling. They
are smooth to the touch.
 
One MARBLE COLUMN (i) is broken and only
half. There are debris shattered on the
floor right next to it.
 
The ALTAR (A) is a smooth marble slab,
around 0.5 metre tall. 1d4 + 5 small
wooden bear idols are spread all over
it.
 
The UBUBAL (U) is pacing back and forth
at the far end. It looks like an large
brown bear, but with unsettling eyes and
mouth; the eyes are large as platters,
bone white, with vertical pupils; the
mouth is a fixated in a large grin, with
pointy sharp teeth.
  The UBUBAL always looks directly at
the players.
  It will not attack unless provoked,
and will try to keep a distance by
circling the columns.
  Killing the UBUBAL will instantly
transform one of the wooden bear idols
into a new living copy of the UBUBAL.
This also includes any wooden bear
idols found on level 2 (t2).
 
    STATISTICS: 
    AC 6, 8+8 HD, DMG d10/d10/2d6
    (use POLAR BEAR for AD&D)
 
    TREASURES:
    * The eyes of the UBUBAL counts as
      white opals (1000 GP/each) 
 
========================================
/                 THE                  \
/                 END                  \
========================================

 

EPILOGUE

Yeah so this is what happened: my plan was to sit up from eleven in the evening, to four in the morning, writing this.

And naturally, since I'm an adult in my early 40s, I managed to endure an hour before I had to crawl back to bed. My 22 year old self would feel ashamed of me.

BUT! I went up at 03:30, and sat and refreshed that POP MART online store for 45 minutes, to no avail: they did NOT restock that morning... I went to bed and slept for no minutes at all since my daughter woke up and was utterly devastated that they hadn't restocked, and didn't want to go back to sleep, so we went up and watched tv, waiting for school to start... Yeah it was a long day.

However, as I continued filling out the stone temple, little stories started to form in my head; who were the zombies? Why are there so many frogs? What's up with all the wooden bear idols?

I tried to follow AD&D 1e, using the excellent OSRIC for easy reference (I can't press CTRL+F in my AD&D books). I probably messed up all the treasures, even if I tried my best (i.e. how much gold per level? what are the anticipated player level, and how much gold do they need? etc.).

And for those really ADVANCED maps, I found it easiest to just plot them in good old vim, and then paste them into Blogger.

 




And yeah, the UBUBAL confrontation is a bit anticlimactic. Maybe the temple can start crumbling after it is killed? Get those cheezy 80s adventure movie vibes going.

GOOD NIGHT 

 


 

Jan 1, 2023

Burrow of the Ratman, or My Feeble Attempt At Doing A 1E Rat-Themed Adventure (part 4 of 4)

 (Part 1, part 2, part 3)

Happy new year!

So, could this be last the part in this never ending story? Or will we yet again end with a paragraph about how it was all a lie? Let's find out!


Summary of all the facts

So what cold hard facts have we gained from these eight questions and their follow up side-questions? Well, let's compile all questions and their answers in handy table first:

 

1. Why the bird statue?

The statue is a magical device for necromancy; it can be used to bring back the dead, turning them into equals (e.g. not blind followers).

 

1.1. Why does the bird statue bring back the dead?

It can only bring those back that truly felt they should have lived differently, and that they in some way even planned for it.

 

1.2. Why should they have lived differently?

Because they were meant to do remarkable things, but life (and then death) got in the way. Somehow they always knew this, but couldn't put their fingers on it; a small time burglar missing out on the really big hit; a wizard thinking about that great potion she'll never brew; a paladin not getting around to ending the world.

 

1.3. Why couldn't they put their fingers on it?

Because a being that can talk and walk but is neither man nor animal has the power to prevent such wishes.

 

2. Where is the bird statue located?

Nowhere and everywhere. Every full hour, it turns in a mist for ten minutes and travels slowly in a direction closer to its draped and hooded creator, but never reaching it.

 

2.1. Why does it travel closer to its creator?

It's longing for bygone days, when it was first created, but also revenge, since it has been abandoned by its creator.

 

2.2. Why was it abandoned by its creator?

The creator saw what the bird statue could do (e.g. bring back the dead with a caveat), but didn't want to believe it, because it wasn't the effect it sought. The statue can't be destroyed, so it had to be buried, so that its creator could find peace again.

 

2.3. Why can't the statue be destroyed?

It is a reversed soul relic, containing half its creator's heart. Being a reversed soul relic, it can't be destroyed unless its creator is destroyed first.

 

3. Where are the rats?

A church has attracted them.

 

3.1. Why has the church attracted them?

The rats are looking for more of its own kind, but found only humans at the church.

 

3.2. Why are the rats looking for more of its own kind?

They are looking for help with overturning and defeating a caped and hooded being that is neither man nor animal. If they can't find more of its own kind, they will accept help from other beings, such as humans

 

3.3. Why do the rats want to defeat this being?

Their God - a bird statue that sometimes travels as a mist - has commanded them to kill this being, in exchange for a promise that this will set off events that will bless them for all eternity, finally bringing forth the reign of the rats.

 

4. Is a vampire commanding the rats?

The bird statue is, as stated in a previous question. It did it slowly, over a long period of time, convincing one rat at a time, till they finally unearthed the statue. But since the statue can't be killed easily, and only travels in mist form, and was created through shared blood (it contains half its creator's heart), I guess we can assume the statue is some sort of vampire, much like its creator.

 

4.1. Why is the creator of the bird statue a vampire?

The creator comes from a long line of vampires, a family history hard to trace, that reaches from the dirtiest city to the coldest coastline.

 

4.2. Why is the family history hard to trace?

Because all vampires in that blood line are made by three different vampiric spirits; one of the past, one of the present, and one of the future. Three bites during the same night. But the bird statue's creator is the last one to be made this way.

 

4.3. Why is the bird statue's creator the last one to be made that way?

Because with each new vampire to be made, the window of past, present and future vampires shifts further along the time line, and after the bird statue's creator was made, the time window shifted beyond the end of the world; the point in time from which to draw the future vampiric spirit had ceased to exist, so three bites were no longer possible.

 

5. Where is this place located?

Since this "series" is called "Burrow of the Ratman", I assume the place we're looking for is the burrow itself, and it is located underneath a busy stock exchange in a big city. But it's not the place of the creator, but rather the place where he/she/it/they buried the bird statue (as stated in question 2.2.), so I guess this means that the "Ratman" in the title refers to the bird statue?

 

5.1. Why was the bird statue buried below a stock exchange?

The stock exchange building was once the home of the vampires of this bloodline, so the bird statue's creator had access to the vaults below (e.g. not belonging to the everyday business of the stock exchange). It could mean that the creator buried the statue a long time ago - before the stock exchange was founded - or that they could somehow walk freely and undisturbed in the building.

 

5.2. Why are the vaults not part of the everyday business of the stock exchange?

It is an archive, where all records of the stock exchange is kept. The few people working there are called Miners. The archive is in fact partially part of the vampire's old archive, so there are multiple tomes kept there that hasn't anything to do with stock exchange, locked away and/or hidden from plain sight - or just not interesting enough to be messed with.

 

5.3. Why are some of the tomes not interesting enough for the Miners?

What little information they might have seen through the years is just regarded as horribly outdated. It even happens that some of the not-so-locked-away tomes have been used as fireplace fuel during really cold days.

 

6. Is this place old?

Nobody wants to talk about it, it seems, because whenever the issue comes up, everyone involved will change the subject to something more pleasant.

 

6.1. Why doesn't anyone want to talk about how old the stock exchange building is?

Because there's an old rumour going around, that anyone making such inquiries will be sent far away, to an unnamed place not meant for men. "Bob Cratchit" has become a code word for when you want to warn someone of speaking further of something, lest they suffer some ill fate.

 

6.2. Why has "Bob Cratchit" become a code word?

Bob Cratchit was a woodworker that lived just outside town some hundred years ago. He lured away people to his cabin in the woods and made short work of them with his axe. After his death, people started using phrases such as "Be nice, or I'll send you to Bob Cratchit!".

 

6.3. Why did Bob Cratchit lure away people?

Bob was making human sacrifices to a wooden idol he had carved himself. It had told him that when enough sacrifices were made, a miracle would happen.

 

7. Why hasn't this place been plundered years before?

It was believed to be haunted by strange apparatus, phantom in nature.

 

7.1. Why was it believed to be haunted by strange apparatus?

Robed and hooded folk - like the bird statue creator - had been seen entering and leaving the place for as long as anyone could remember, which led most to believe that a wizard did something to the place, like installing magical traps or steam-powered mechanical beasts.

 

7.2. Why would a wizard install traps or steam-powered mechanical beasts?

Because it is what occupies all wizards' minds: concocting potions, snaring demons, building man-machines - but not being able to dress themselves properly.

 

7.3. Why can't wizards dress themselves?

They are always thinking about the next step, always on the run, always out on an errand - which means they have to take some shortcuts when dealing with mundane things; like clothes.

 

8. Where have the previous owner(s) gone?

Nobody knows - but more importantly, nobody cares!

 

8.1. Why doesn't anyone care about their whereabouts?

People are busy as it is, and they don't care about their whereabouts since they don't fathom that anything could've happened to them - because, why would anything happen to them.

 

8.2. Why are people busy as it is?

The townsfolk have much on their minds: haunted stock exchange building, stories of Bob Cratchit (or his ghost!), rat swarms at the church, a strange mist that seems to travel every full hour... Also: the town mayor is rumoured to be a ghost, probably because he is so pale.

 

8.3. Why is the town mayor so pale?

Because the town mayor is indeed dead, and halfway in transit to becoming a ghost. Nobody knows this, not even himself. His death has nothing to do with the bird statue, the rats, the creator, the stock exchange, or Bob Cratchit though.

 

Summary of all the facts in a more prosaic way

There's a large town, nameless but it probably rhymes with "London".

The mayor of this nameless town is paler than death itself, due to being in fact dead but somehow still alive, but he doesn't know this.

Outside that nameless town lies an old, abandoned cabin, rumoured to belong to a woodworker named Bob Cratchit, who lured people away and chopped them up, as human sacrifices for his wooden idol. There's a crude and small wood sculpture to be found in the cabin; whether or not this is the idol is disputed.

"Bob Cratchit" is a local code word for bad omens, or to threaten people with ("Watch your tongue, or I'll send you to Bob Cratchit!").

In the centre of the nameless town, there's a large stock exchange building. It is very old, but no living soul wishes to discuss it. It houses a large vault, housing countless records of trading and other activities. It also contains tomes and records from older times, from the family that owned the building before it was taken over; some of these books have been used as fuel, some have been read but found dull and not relevant, and some are still hidden and/or locked away.

The few people working in the vaults of the stock exchange building are called Miners.

The stock exchange building used to belong to an old family of vampires. To become such a vampire, a person must be visited by three vampires of this bloodline - one from the past, one from the present, and one from the far future - all during the same night. Due to the world being destroyed at a fixed point in time in the future, it is not possible any more to have a visit from a future vampire, since that point in time has ceased to exist.

There's a being, not man nor animal, that is the last of that vampiric bloodline. The being created a magical device of necromantic powers, and put half its heart inside to active it. This being sometimes goes by the name of the Creator.

The bird statue can be used to bring back the dead, but only those that truly believed that they were meant to live a different life. This statue can travel in mist form, but only every full hour, and then only for ten minutes. It will always travel in the bearing of the Creator. It is a reversed soul relic so it can't be destroyed unless the Creator is first. It also goes by the name of the Ratman.

The bird statue was buried in vaults below the stock exchange building by the Creator, reason being the Creator expected some other kind of effect.

The rats in the vaults were persuaded by the bird statue - one by one - to unearth it (it couldn't travel as a mist when buried), and also to help it destroy the Creator as a revenge. The rats, having started to treating the bird statue as a god, were promised various glorious things.

The rats, after being told a bit of this Creator, realised they needed more help if they were to take down this not-man-not-animal being, so they started to round up all rats they could find. Even those of the human kind (the enemy of my enemy, and so on).

The local churches seem to attract a lot of rats, but the rats aren't hostile, even if being trapped and killed. It's almost as if they want to convey a message.


Retrospective, or How far off did we drift really?

"Ouf...!"


I'm not going to recap the original contest rules (of JB's contest), because when looking at the above it is pretty easy to realise one thing: there's a lot of flavour there, and it gets me interested - but it is in no way something you can bring to a table.

And I believe scope is one issue here: it's too scattered, even if it's all interconnected somehow (the statue, the creator, the stock exchange, the rats, and so on); I guess it feels more like a fine dining restaurant, with candlesticks and long curtains and comfy chairs and fancy forks and paintings and rugs and world renowned kitchen - when what your players is really interested in is just that single olive on the floor.

(TODO: write better analogies)

It needs to be more focused, one single thing at a time.

However - however! - I feel you could extract multiple, isolated "things" (i.e. shorter adventures) from the above, that are still connected underneath it all - without the players knowing about the above (because they don't NEED to know that, it's just extra flavour, just like you don't need to know that the olive on the floor actually is there because the great great grandfather of the fine dining restaurant thought it kept bad spirits from possessing the guests - you could still enjoy that olive, but hearing the story while eating an olive could've made it a more rememberable evening).

(TODO: write better analogies that don't revolve around eating stuff off the floor)

Examples of isolated adventures one could extract from the above:

  • The old cabin
    • Classic horror adventure
      • Could be fit on a single page (one page "dungeon"); three rooms with attic
    • What happens if a player takes the idol? Destroys it?
    • Maybe Bob Cratchit had children (well we know the other Bob had, but this is "our" Bob), are they still coming to the cabin?
  • The vaults beneath the stock exchange
    • Dungeon crawl?
    • If a player takes up job as a Miner, they have unlimited access to this place
    • Treasures in terms of tomes, as left behind by the old vampires (potentially)
      • Is the information still relevant for extortion?
      • Do they point out other vaults in the town?
  • The rats in the churches
    • Again, each church is a single page (one page "dungeon")
    • "Rat problem" is a classic D&D trope, problem here is (as we know) that the rats doesn't fight back, so it depends on how observant the players are
      • I mean, they could just take a job to clear one church, do the job, get paid and move on - but next week, the rats will be back

And random encounters would/could include:

  • The (dead) mayor
    • Who started that rumour? And why did it turn out to be true?
  • The Creator
    • Is he/she/it/they still in town? What is it doing there?
    • Does it know about the unearthed bird statue?
  • Bob Cratchit
    • Maybe! Or maybe an imposter?

 

I think you need to end this now

Yes I know, sorry, but it was a very fun "series" to work on, I didn't expect it to really go on for this long.

Did we succeed in writing a rat-themed adventure? No.

Did we succeed in writing an adventure at all? No.

Did we at least write something that mentions rats? Yes!

In that case, I'm happy!

Thanks for reading!

(TODO: end post with slightly less creepy picture)


Dec 30, 2022

Burrow of the Ratman, or My Feeble Attempt At Doing A 1E Rat-Themed Adventure (part 3 of 4)

(Part 1, part 2)

So, hopefully this will be last post in this "series", and we'll finally wrap things up. It's five in the morning here and I woke up two hours ago, but anyway!

(UPDATE: the previous paragraph is - yet again - a bloody lie, which you will find out at the end.)

This time we'll continue with our WHYs for questions 4-8, and we'll still use "A Christmas Carol" by Charles Dickens as our main source of random lines, and I don't know why I'm writing "we'll" like this is some sort of educational text, but anyway!

  1. Why the bird statue?
  2. Where is the bird statue located?
  3. Where are the rats?
  4. Is a vampire commanding the rats?
  5. Where is this place located?
  6. Is this place old?
  7. Why hasn't this been plundered years before?
  8. Where have the previous owner(s) gone?


4. Is a vampire commanding the rats?

(637) "You must have been very slow about it, Jacob," Scrooge observed in a business-like manner, though with humility and deference.

The bird statue is, as stated in a previous question. It did it slowly, over a long period of time, convincing one rat at a time, till they finally unearthed the statue. But since the statue can't be killed easily, and only travels in mist form, and was created through shared blood (it contains half its creator's heart), I guess we can assume the statue is some sort of vampire, much like its creator.

4.1. Why is the creator of the bird statue a vampire?

(1617) The house-fronts looked black enough, and the windows blacker, contrasting with the smooth white sheet of snow upon the roofs, and with the dirtier snow upon the ground; which last deposit had been ploughed up in deep furrows by the heavy wheels of carts and waggons; furrows that crossed and recrossed each other hundreds of times where the great streets branched off; and made intricate channels, hard to trace, in the thick yellow mud and icy water.

The creator comes from a long line of vampires, a family history hard to trace, that reaches from the dirtiest city to the coldest coastline.

4.2. Why is the family history hard to trace?

(3011) "I will honour Christmas in my heart, and try to keep it all the year. I will live in the Past, the Present, and the Future. The Spirits of all Three shall strive within me. [...]"

Because all vampires in that blood line are made by three different vampiric spirits; one of the past, one of the present, and one of the future. Three bites during the same night. But the bird statue's creator is the last one to be made this way.

4.3. Why is the bird statue's creator the last one to be made that way?

(1487) He gave the cap a parting squeeze, in which his hand relaxed; and had barely time to reel to bed before he sank into a heavy sleep.

Because with each new vampire to be made, the window of past, present and future vampires shifts further along the time line, and after the bird statue's creator was made, the time window shifted beyond the end of the world; the point in time from which to draw the future vampiric spirit had ceased to exist, so three bites were no longer possible.


5. Where is this place located?

(2429) But there they were in the heart of it; on 'Change, amongst the merchants; who hurried up and down, and chinked the money in their pockets, and conversed in groups, and looked at their watches, and trifled thoughtfully with their great gold seals; and so forth, as Scrooge had seen them often.

Since this "series" is called "Burrow of the Ratman", I assume the place we're looking for is the burrow itself, and it is located underneath a busy stock exchange in a big city. But it's not the place of the creator, but rather the place where he/she/it/they buried the bird statue (as stated in question 2.2.), so I guess this means that the "Ratman" in the title refers to the bird statue?

5.1. Why was the bird statue buried below a stock exchange?

(2315) "Forgive me if I am not justified in what I ask," said Scrooge, looking intently at the Spirit's robe, "but I see something strange, and not belonging to yourself, protruding from your skirts. [...]"

The stock exchange building was once the home of the vampires of this bloodline, so the bird statue's creator had access to the vaults below (e.g. not belonging to the everyday business of the stock exchange). It could mean that the creator buried the statue a long time ago - before the stock exchange was founded - or that they could somehow walk freely and undisturbed in the building.

5.2. Why are the vaults not part of the everyday business of the stock exchange?

(2030) "A place where Miners live, who labour in the bowels of the earth," returned the Spirit.

It is an archive, where all records of the stock exchange is kept. The few people working there are called Miners. The archive is in fact partially part of the vampire's old archive, so there are multiple tomes kept there that hasn't anything to do with stock exchange, locked away and/or hidden from plain sight - or just not interesting enough to be messed with.

5.3. Why are some of the tomes not interesting enough for the Miners?

(9) I might have been inclined, myself, to regard a coffin-nail as the deadest piece of ironmongery in the trade.
What little information they might have seen through the years is just regarded as horribly outdated. It even happens that some of the not-so-locked-away tomes have been used as fireplace fuel during really cold days.


6. Is this place old?

(2885) "On which," said Bob, "for he is the pleasantest-spoken gentleman you ever heard, I told him. [...]"

Nobody wants to talk about it, it seems, because whenever the issue comes up, everyone involved will change the subject to something more pleasant.

6.1. Why doesn't anyone want to talk about how old the stock exchange building is?

(3133) "I'll send it to Bob Cratchit's," whispered Scrooge, rubbing his hands, and splitting with a laugh.

Because there's an old rumour going around, that anyone making such inquiries will be sent far away, to an unnamed place not meant for men. "Bob Cratchit" has become a code word for when you want to warn someone of speaking further of something, lest they suffer some ill fate.

6.2. Why has "Bob Cratchit" become a code word?

(1026) Suddenly a man in foreign garments: wonderfully real and distinct to look at: stood outside the window, with an axe stuck in his belt, and leading by the bridle an ass laden with wood.

Bob Cratchit was a woodworker that lived just outside town some hundred years ago. He lured away people to his cabin in the woods and made short work of them with his axe. After his death, people started using phrases such as "Be nice, or I'll send you to Bob Cratchit!".

6.3. Why did Bob Cratchit lure away people?

(2772) "If he relents," she said, amazed, "there is! Nothing is past hope, if such a miracle has happened."

Bob was making human sacrifices to a wooden idol he had carved himself. It had told him that when enough sacrifices were made, a miracle would happen.


7. Why hasn't this place been plundered years before?

(420) There was plenty of width for that, and room to spare; which is perhaps the reason why Scrooge thought he saw a locomotive hearse going on before him in the gloom.

It was believed to be haunted by strange apparatus, phantom in nature.

7.1. Why was it believed to be haunted by strange apparatus?

(1602) "Touch my robe!"

Robed and hooded folk - like the bird statue creator - had been seen entering and leaving the place for as long as anyone could remember, which led most to believe that a wizard did something to the place, like installing magical traps or steam-powered mechanical beasts.

7.2. Why would a wizard install traps or steam-powered mechanical beasts?

(1536) This idea taking full possession of his mind, he got up softly, and shuffled in his slippers to the door.

Because it is what occupies all wizards' minds: concocting potions, snaring demons, building man-machines - but not being able to dress themselves properly.

7.3. Why can't wizards dress themselves?

(2946) Indeed, the Spirit did not stay for anything, but went straight on, as to the end just now desired, until besought by Scrooge to tarry for a moment.

They are always thinking about the next step, always on the run, always out on an errand - which means they have to take some shortcuts when dealing with mundane things; like clothes.


8. Where have the previous owner(s) gone?

(2447) "God knows," said the first with a yawn.

Nobody knows - but more importantly, nobody cares!

8.1. Why doesn't anyone care about their whereabouts?

(798) "[...] It isn't possible that anything has happened to the sun, and this is twelve at noon!"

People are busy as it is, and they don't care about their whereabouts since they don't fathom that anything could've happened to them - because, why would anything happen to them.

8.2.Why are people busy as it is?

(567) "I do," replied the Ghost.

The townsfolk have much on their minds: haunted stock exchange building, stories of Bob Cratchit (or his ghost!), rat swarms at the church, a strange mist that seems to travel every full hour... Also: the town mayor is rumoured to be a ghost, probably because he is so pale.

8.3. Why is the town mayor so pale?

(14) You will, therefore, permit me to repeat, emphatically, that Marley was as dead as a door-nail.

Because the town mayor is indeed dead, and halfway in transit to becoming a ghost. Nobody knows this, not even himself. His death has nothing to do with the bird statue, the rats, the creator, the stock exchange, or Bob Cratchit though.



"Oh, are you still...writing this...post...ok..."


It was all - yet again - a bloody lie

This post was intended as the last in the "series", as stated in the preamble, but yet again we don't really end up with anything useful or finished. We need at least a summary for all the facts, and a summary to summarise the first summary in a more prosaic way, and also a map if we find it possible using the two first summaries, and a retrospective to spell out all our FAULTS using this technique.

I'm sorry, I'll finish it real soon, I promise.

Until then!



Dec 28, 2022

Burrow of the Ratman, or My Feeble Attempt At Doing A 1E Rat-Themed Adventure (part 2 of 3)

(Part 1 here.)

Happy holidays, and good continuation as we say in Sweden.

Looking back at old posts on this blog, one thing becomes clear: it's very easy to start things, but harder to finish them! So I thought I should do just that, starting with that rat themed adventure I started thinking about over a year ago, thanks to JB's contest that I suppose is finished by now.

So this post will just wrap things up, because I reckon that a finished thing is more valuable than something half-eaten (unless you're a king and you've been given a poisoned apple and your cup-bearer is off vacaying because he had saved up on his days and you yeah you get the picture).

(UPDATE: the previous paragraph is a bloody lie, which you'll find out at the end. I'm just warning you.)


A short recap

In the first post I pinned down some things that wasn't very clear to me - the AD&D mindset, rats, coins as weight, treasure, archaic language, etc. - which basically boiled down to everything. But I had two things I wanted to try:

  1. Treasure in clear sight
  2. The weight/value trade-off (e.g. lesser value, easier to carry, and vice versa)

 

A short recap of that ugly sketch

This was a quick and dirty and ugly sketch I did of a treasure scenario:


The idea was that the treasure is in clear sight (that bird statue thing next to the number 1), it is very valuable but extremely heavy. Some sort of deep water flow separates the treasure and the players (I assume the should enter across the water). Maybe there's a broken suspension bridge there.

In my head that's a reasonable way of thinking, maybe? It's like: hey the treasure is right there, it's not a trap (though it would be if it was DOOM 3), but you'll have a hard time transporting that across the water, and potentially out of here.


I never mentioned number two

See that two up there? Next to the vial? At the bottom-left in the picture? That was a variant on the weight/value trade off that I also was thinking of: instead of heavy and valuable, you could replace heavy with fragile, e.g. a glass vial that easily breaks, that contains something valuable.


So how to proceed

I'm thinking that I need to employ some sort of WHY-thinking here, because the scenario above doesn't make sense: why would someone put a bird statue, near impossible to carry, of that value, across a bridge, deep down somewhere - and what does it have to do with rats?

I do recall me doing some WHY-thinking in an older post...hmm...oh here it is.

(TL;DR if you don't wish to read that post: state a fact about the world, then ask "WHY is ...", take a book and look up a random sentence, interpret it as an answer, repeat.)

And since it is the season, I think I'll pick "A Christmas Carol" by Charles Dickens, using random.org to give me a random line number, and so on (I've truncated the text so it doesn't contain all the Project Gutenberg preamble). Happy days. Remember, we're not trying to win a contest here, just finish what we started.


Questions nobody asked

I have some questions floating around (some from the first post) that I'd like answers to:

  1. Why the bird statue?
  2. Where is the bird statue located?
  3. Where are the rats?
  4. Is a vampire commanding the rats?
  5. Where is this place located?
  6. Is this place old?
  7. Why hasn't this been plundered years before?
  8. Where have the previous owner(s) gone?

With three or more "WHY" questions/bullet item above we're looking at at least 24 questions, which is more than enough if I want to get to bed before the new year. I'll write the line number in parenthesis after each question, followed by the quote (e.g. the complete sentence that can be found there), and a new line containing my interpretation, and so on.

Let's get started!


1. Why the bird statue?

(927) "Rise! and walk with me!"

The statue is a magical device for necromancy; it can be used to bring back the dead, turning them into equals (e.g. not blind followers).

1.1. Why does the bird statue bring back the dead?

(2519) It gave him little surprise, however; for he had been revolving in his mind a change of life, and thought and hoped he saw his new-born resolutions carried out in this.

It can only bring those back that truly felt they should have lived differently, and that they in some way even planned for it.

1.2. Why should they have lived differently?

(31) If we were not perfectly convinced that Hamlet's Father died before the play began, there would be nothing more remarkable in his taking a stroll at night, in an easterly wind, upon his own ramparts, than there would be in any other middle-aged gentleman rashly turning out after dark in a breezy spot--say St. Paul's Church-yard, for instance--literally to astonish his son's weak mind.

Because they were meant to do remarkable things, but life (and then death) got in the way. Somehow they always knew this, but couldn't put their fingers on it; a small time burglar missing out on the really big hit; a wizard thinking about that great potion she'll never brew; a paladin not getting around to ending the world.

1.3. Why couldn't they put their fingers on it?

(2250) The brisk fire of questioning to which he was exposed elicited from him that he was thinking of an animal, a live animal, rather a disagreeable animal, a savage animal, an animal that growled and grunted sometimes, and talked sometimes, and lived in London, and walked about the streets, and wasn't made a show of, and wasn't led by anybody, and didn't live in a menagerie, and was never killed in a market, and was not a horse, or an ass, or a cow, or a bull, or a tiger, or a dog, or a pig, or a cat, or a bear.

Because a being that can talk and walk but is neither man nor animal has the power to prevent such wishes.


2. Where is the bird statue located?

(2359) As the last stroke ceased to vibrate, he remembered the prediction of old Jacob Marley, and, lifting up his eyes, beheld a solemn Phantom, draped and hooded, coming like a mist along the ground towards him.

Nowhere and everywhere. Every full hour, it turns in a mist for ten minutes and travels slowly in a direction closer to its draped and hooded creator, but never reaching it.

2.1. Why does it travel closer to its creator?

(2073) They stood beside the helmsman at the wheel, the look-out in the bow, the officers who had the watch; dark, ghostly figures in their several stations; but every man among them hummed a Christmas tune, or had a Christmas thought, or spoke below his breath to his companion of some bygone Christmas-day, with homeward hopes belonging to it.

It's longing for bygone days, when it was first created, but also revenge, since it has been abandoned by its creator.

2.2. Why was it abandoned by its creator?

(500) Though he looked the phantom through and through, and saw it standing before him; though he felt the chilling influence of its death-cold eyes; and marked the very texture of the folded kerchief bound about its head and chin, which wrapper he had not observed before; he was still incredulous, and fought against his senses.

The creator saw what the bird statue could do (e.g. bring back the dead with a caveat), but didn't want to believe it, because it wasn't the effect it sought. The statue can't be destroyed, so it had to be buried, so that its creator could find peace again.

2.3. Why can't the statue be destroyed?

(3256) That was the thing he had set his heart upon.

It is a reversed soul relic, containing half its creator's heart. Being a reversed soul relic, it can't be destroyed unless its creator is destroyed first.


3. Where are the rats?

(1681) But soon the steeples called good people all to church and chapel, and away they came, flocking through the streets in their best clothes, and with their gayest faces.

A church has attracted them.

3.1. Why has the church attracted them?

(2515) He looked about in that very place for his own image, but another man stood in his accustomed corner, and, though the clock pointed to his usual time of day for being there, he saw no likeness of himself among the multitudes that poured in through the Porch.

The rats are looking for more of its own kind, but found only humans at the church.

3.2. Why are the rats looking for more of its own kind?

(3285) He had a momentary idea of knocking Scrooge down with it, holding him, and calling to the people in the court for help and a strait-waistcoat.

They are looking for help with overturning and defeating a caped and hooded being that is neither man nor animal. If they can't find more of its own kind, they will accept help from other beings, such as humans.

3.3. Why do the rats want to defeat this being?

(1901) "A merry Christmas to us all, my dears. God bless us!"

Their God - a bird statue that sometimes travels as a mist - has commanded them to kill this being, in exchange for a promise that this will set off events that will bless them for all eternity, finally bringing forth the reign of the rats.


INTERMISSION

I think we've done good work here! But are lots of information up there, and my arm hurts because I got my fourth covid-19 shot today, so I think we need to compile what we know so far.

  • Why the bird statue?
    • The statue is a magical device for necromancy; it can be used to bring back the dead, turning them into equals (e.g. not blind followers).

  • Why does the bird statue bring back the dead?
    • It can only bring those back that truly felt they should have lived differently, and that they in some way even planned for it.

  • Why should they have lived differently?
    • Because they were meant to do remarkable things, but life (and then death) got in the way. Somehow they always knew this, but couldn't put their fingers on it; a small time burglar missing out on the really big hit; a wizard thinking about that great potion she'll never brew; a paladin not getting around to ending the world.

  • Why couldn't they put their fingers on it?
    • Because a being that can talk and walk but is neither man nor animal has the power to prevent such wishes.

  • Where is the bird statue located?
    • Nowhere and everywhere. Every full hour, it turns in a mist for ten minutes and travels slowly in a direction closer to its draped and hooded creator, but never reaching it.

  • Why does it travel closer to its creator?
    • It's longing for bygone days, when it was first created, but also revenge, since it has been abandoned by its creator.

  • Why was it abandoned by its creator?
    • The creator saw what the bird statue could do (e.g. bring back the dead with a caveat), but didn't want to believe it, because it wasn't the effect it sought. The statue can't be destroyed, so it had to be buried, so that its creator could find peace again.

  • Why can't the statue be destroyed?
    • It is a reversed soul relic, containing half its creator's heart. Being a reversed soul relic, it can't be destroyed unless its creator is destroyed first.

  • Where are the rats?
    • A church has attracted them.

  • Why has the church attracted them?
    • The rats are looking for more of its own kind, but found only humans at the church.

  • Why are the rats looking for more of its own kind?
    • They are looking for help with overturning and defeating a caped and hooded being that is neither man nor animal. If they can't find more of its own kind, they will accept help from other beings, such as humans

  • Why do the rats want to defeat this being?
    • Their God - a bird statue that sometimes travels as a mist - has commanded them to kill this being, in exchange for a promise that this will set off events that will bless them for all eternity, finally bringing forth the reign of the rats.

 

So in short, we have some sort of not-man-not-animal person that creates a bird statue, that is actually a magical device. He or she or it puts half its heart in it, therefore activating its magic, hoping it will do Thing A but it actually does Thing B instead.

The not-man-not-animal person gets mad, but realises he or she or it cannot destroy this magical device without destroying themself, so they bury it instead. Not the best plan, but who am I to judge?

The bird statue, unearthed somehow (by the rats?), sets out for revenge in a sort of love-hate relationship. Although it always seems to know the bearing of its creator, it can only move for ten minutes every full hour, and then only in mist-form.

Meanwhile, a pack of rats (or more?) has been harassing local churches, hoping to find more rats (because of the "Their burrows honeycomb many graveyards, ...", and churches and churchyards, two peas in a pod and all that, and the rats put two and two together), but will settle for humans if no more of its own kind can be found BECAUSE: they want to kill this not-man-not-animal being, and they've been told this caped and hooded person/thing is NOT to be underestimated. And who told them? The bird statue.

Hmm, I'm actually liking where this is going, and its all thanks to a text written 179 years ago (and maybe my brain in some part).

 

It was all a bloody lie

Yeah, as stated in the preamble, despite being presented as a text to actually FINISH STUFF, this doesn't conclude or wrap things up at all.

I actually started to like where this is going, but it's nearly midnight here (that's also a lie, unless you round up by an hour), and I want to go to sleep, so we'll have to wrap this up next time instead.

Until then!



Aug 7, 2022

Three silver figurines, or "Our occult shrine got flooded so now we're pretty bummed"

 

Just a dumb one page thing today! Trying to think minimalistic.

So this site is just some simple (from the outside) two rooms shrine (two separate doors). It is built in stone, but lacks all sorts of ornaments.

In each of the two rooms, a statue is present. There's nothing special about them; bog standard "important man looking into the distant, not knowing where to put his arms". One is missing its nose.

The round, barred window is located in a space between the front doors. It should give a hint to the "hidden" area between the two rooms. There are no other light sources inside the shrine.

In one of the rooms, the entrance to the (now hidden) area has been bricked up long ago by the original worshippers of the shrine, in an attempt to imprison the Changing Beast they managed to summon one night.

The flooded area has a narrow (30 cm wide), winding staircase following the four walls, leading all the way down to the bottom (30 meter). This area wasn't always under water.

At the bottom, besides broken pottery and glass vials, the following things can be found:

  1. Silver figurine (30 cm tall, tarnished). Two arms up in the air (leftmost figurine in the image above)
  2. Silver figurine (40 cm tall, tarnished). Four arms spread like an X (middle figurine in the image above)
  3. Silver figurine (50 cm tall, tarnished). Alien look (rightmost figurine in the image above)
  4. Skeleton in plate armour
  5. A broken sword
  6. A bottle of spoiled wine in a otherwise empty chest

The skeleton remains (item 4 above) is the poor sod they left behind to fight the Changing Beast, who managed to defeat the beast by breaking up its soul into the three silver figurines using the once magical sword (now broken, item 5 above).

The three figurines depict the three different shapes the Changing Beast could take on: man, beast, and something alien and otherworldly.

Selling off the three figurines will require some persuasion, since the figurines makes most people uneasy.

Nov 7, 2021

Burrow of the Ratman, or My Feeble Attempt At Doing A 1E Rat-Themed Adventure (part 1)

At the time of me writing this, there's a adventure design contest going on over at B/X BLACKRAZOR called "Out of the Sewer".

(By the time you're reading this, it's probably over!)

I'm not participating - I don't have the time or the skills - but I will make a shot at it here in this post, describing my thought process along the way, since the contest touches on some things I've been thinking about lately. And sometimes it's more interesting to read about choices than the end result.

So, JB (the author of the blog) had some rules for the contest:

  • Rat-themed
  • Written for a particular D&D system
  • Written for a particular level range
  • Include a mapped dungeon of no less than 12 keyed areas

As a side-note - and this may only be because of some filter bubble on my part - I feel like during the last 1-2 years or so, there's been more writing about 1E/AD&D, and/or stuff about the importance of weight of coins and what that entails, exploration, etc etc., with blog posts such as Classic Vs. Treasure.

(Ok, that was only one, and that post isn't awfully old, but anyway!)

For me, with no experience with AD&D at all (even though I own all the "core" books from DMG to that Wilderness-book), it just feels interesting to dig into this almost scientifically. I'll try to explain!


A warning

This post will be unfocused as hell. This is like you and me listening to my brain reasoning about stuff it doesn't know anything about.
I'll try and break it up with the occasional rat doodle here and there.

How to start, or How not to start

Well, I've entered the One Page Dungeon Contest a couple of times (even won once!), but those were system agnostic (or very much "just a map and an idea, hope you have a good DM"). I figure if I were to design a 1E adventure, I needed to do it more "system focused", which meant digging into the books.

So in my head, there's currently these things spinning around, gathered from various places:

  • Rats
  • Gold for XP
  • Coins have weight
  • Things in a dungeon are weighted in gold
  • Weight/gold ratio

I presume that each one of these items will give birth to additional stuff to consider - stuff that seasonal adventure designers do by heart without thinking - so like a rat I just started burrowing myself into the first one: rats.

Rats, or Everything Really

So I know that in a rat-themed adventure there needs to be some sort of connection to rats, obviously. But since I at this point didn't have any clear motif to my adventure, I just looked up "Rat" in the Monster Manual (pg. 81), because:

  • If I was going to do this systematically, I must assume that "monsters" are more than something to 1) encounter, and 2) hit, and I can't assume anything about a 1E rat

Even though I've never played a 1E game before, I've flipped through these books enough times to know that the stat block is packed with information - all of which must mean something. So I couldn't just throw in a bunch of rats in a dungeon doodle because:

  • How strong is one rat?
  • What can a rat in 1E do?
  • Or rather: what does a 1E DM expect of a 1E rat?

If you've done any programming, let me tell you that this adventure design project started to feel like recursive parsing; for every item discovered, two more were discovered and queued up for reading.

Anyway, reading the entry for "Rat, Giant (Sumatran)" gave me the following:

  • 1-4 HP (I guess 2 HP in average), 5-50 appearing
    •  This is were my lack of 1E knowledge starts to show: would this mean that if I put in 5 rats in my little dungeon, I should on one very basic level think of that as a 5*2=10 HP monster? Naturally, 5 rats will spread out etc. etc., but in terms of strength vis-à-vis a player? Meaning I should count backwards from this:
      • What kind of player can defeat a 10 HP monster without much trouble?
      • What about AC? Assume a tiny single rat with 1 HP but in plate mail with a shield? Or a enormous rat with 50 HP and basically no AC?
  • They keep close to graveyards, so that they may feed on newly buried bodies
    • ("Their burrows honeycomb many graveyards, ..." - I'm certainly not an expert on the English language, but that's how I interpret that archaic sentence at least)
  • Hates fire!
    • That I knew! Thank you, George Lucas
  • Likes to swim!
    • That I knew! Thank you, duck pond close to my home
  • Avoids attacking strong parties, unless commanded by creatures such as wererats or vampires

That last bullet item gave me some ideas; should the adventure revolve around vampires? Or wererats? And what about character levels, should I fire up Google Sheets and start doing graphs so that everything is calculated correctly, like doing taxes?

The math made my head hurt, but I actually had an adventure idea now. But before we go into that, another rat doodle:


Stop thinking about rats, or The first puzzle

Since I'm a bear with a very small brain, I needed to stop thinking about AC/HP and their friends (sounds like a AC/DC tribute band). So I took my trusty notepad and pen, sat down and started thinking: treasures and their placement are vital, so maybe start there? Design the adventure bottom-up? Start with a single atom and build layers around it?

Start with a single simple treasure.

Well, I started thinking about the weight/gold ratio; coins found in a dungeon are easy to carry but don't give much of experience, so turning that around should give the premise for my basic puzzle: small item, worth a lot, weighs a lot:

  • Small means it's easy to carry (not bulky)
  • Worth a lot means the players wants it (e.g. they will pursue it, even if it's hard to reach)
  • Weighs a lot means...well, this is just part of the puzzle, if used right

Maybe if I placed a tiny figurine, heavy as hell, worth a lot, on the other side of some bottomless body of water - it's easy for the players to get over the water, but harder to leave with the figurine since they may drop it on the way over.

Possible...?

Here's a initial sketch in Swedish I made (point 1 being the heavy figurine):


So maybe there once was a crude rope bridge across a deep shaft, and on the other side, a extremely valuable figurine on a pedestal. But then something flooded the halls, and the bridge collapsed.

Maybe...?


Wrapping it up, or Ending a post just because it's late

I think I'll stop here for now. In part 2 I'll explain what point 2 in the sketch above means, and maybe list some keywords that popped up in this post ("collapsed bridge" etc.) and build something around them.

Until next time!



Sep 23, 2021

A wordless adventure

 


 
 
  (Here's the last image flipped, in case you don't want to break your neck:)


Apr 22, 2021

Four picture prep



 




As I upload these sketches and as I type in the title of this blog post, I start to wonder if you could use only four pictures for all things in session - that is, that's the prep for the night.

The four pictures above would then - for the whole session - all represent:
  • The adventuring party
  • Random encounters
  • Loot
  • Plot hooks
  • Room descriptions
  • NPC personality traits
  • etc
For instance, you need to roll for a random encounter. Roll a 1d4 and either just use that picture as is ("You meet a knight in a never before seen armour; the knight waves at you and greet you all with a monotonous "HELLO EARTHLINGS!"), or rip off the various pieces found in the picture ("You find animal horns and hair - lots of hair").

(Now I need to get back to work. Ta-da)

Oct 30, 2020

A very delayed invitation

 This is a short adventure setup that's extremely untested. But most of the stuff on this blog is, so anyway.

 

The setup is: the player character's got an invitation to an old mansion. Upon arrival, the mansion seems empty, but the front door is unlocked, and there's a flickering light coming from a room further in.


That's it.


Now, there's more to it of course, known only to the DM: the invitation is really really really old, and not really for this group of characters, and it's not the only one sent out. In fact, this very delayed invitation is just one ordinary (depending on what the DM rolls below) invitation (dinner invitation perhaps) among multiple others sent over the years, by several of the previous house owners.


You know, if you just bought a nice mansion, you'd want to have people over to show it off. And the next owner was probably thinking the same, maybe hunt some deer or boar and then feast on it.

 

And the next owner was probably also thinking the same, only that one happened to worship some demonic creature from the abyss, so his invitation had a very different meaning.


And the owner after that was also a very charismatic person that wished to have a great feast, so she also sent out an invitation, but kept that little detail of the hellspawn in the basement that demanded a sacrifice to herself.


And that nice couple that bought the mansion after that, who always had those nice dinner parties that everyone wanted invitations to, who just happened to be a dividable creature from beyond our solar system that sucked people dry of blood and marrow.


And the mechanical creature with a borrowed skin that had meat hooks in the attics, were it... Well, anyway, it too sent out invitations. 


And so on, one more terrible than the other, because there's something in the walls of that old mansion that drew them there. But this was all a very long time ago.


And they all sent out invitations for great dinner parties, or Sunday tea, or whatever, and some of these invitations were extremely delayed because of the postal system - but never lost.


And so, the player characters receives one of these invitations - by chance, by accident, by fate - and they may wish to act upon it. Or not. If they don't - well, there's always a lot of other great blogs.


But if they do, and they arrive and step into that awful - somewhat abandoned - mansion, one major thing happens: every fifteen minutes, another group (at least two) of people arrive, since they also got one of these very very very old invitations. But there's a 50% risk this group has seen through the invitation - and actually embrace it. That is, they too share that diabolic/demonic/other worldly horrific craving.


(At this point in the post I was planning a drawing of the mansion, all 3D, very Ravenloft, very clickbait, very I don't know what I'm typing any more, I'm a bit tired, maybe I'll draw something in PBRUSH.EXE with this trackpad, hold on)


(nope)


(And at this point in the post I was planning to have a list of 100 invitations, and what horrific stuff the writer actually had planned, and so on - but I leave that as an exercise to the reader)


(which is you)


(if you read this far)


(are you still reading?)




Oct 8, 2019

MYN and NYM, two spiders I wrote about using black text on black background


DARKEST ROOMS
a one-page adventure written with black on black 2019-10-08

(I cshould probably take a screenshot of this, I'll try to remember, but it will just show a Firefox tab that's completely black with some red wavy things because  probably didn't turn off spell checking on the element I made editable...? )

(Also, correcting things with backspace and/or delete is nigh impossible, because I can't see anything.)

(Anyway, on with the adventure)

THUNDER STRUCK, AND SPLIT THE BLACK STONE, in which two spider eggs were.

One was Nym, the other Myn.

The eggs rolled away in different directions, because the large rock that contained them stood on a high hill in a forest somewhere.

So the eggs disappeared into separate directions.


Fourhundred and fiftyseven years later, both eggs hatched. At the same time..


the web of nym
IS A TOWER HARD AS ROCK BUT BUILT ENITRELY OF SPIDER WEB. nym WEAVES WEB BLACK AS TAR.

tHE STRUCTURE RESEMBLES A TOWER, BUT THE BASE IS WIDER, AND IT GETS MORE NARROW TOWARDS THE TOP, LIKE A CCHEESE WEDGE.

iT IS HUNDRED METERS TALL, BUT THERE ARE NO FLOORS INSIDE, ONLY STRINGS OF WEBSHOOTING ACROSS HITHER AND DITHER.

r 1st iNSIDE THE TOWER (YOU CAN'T LOOK IN FROM THE OUTSIDE BECAUSE THE WEB IS TOO THICK), THERE ARE MILLIONS OF BONES TANGLED UP HERE AND THERE.

tHERE'S A 1 IN 6 CHANCE AAT ANY GIVEN TIME THAT THERE'S A LIVING BEING IN HERE, CRYING FOR HELP (IF HUMAN):
1-3. nON-HUMAN
4-6. hUMAN

tHERE'S A LARGE (SIZE OF A BIG HORSE) SWORD AT THE TOP OF THE CEILING, ONE OF LAST FEW PIECES FROM hRUGHR THE gIANT. iT IS ABOUT TO FALL DOWN, AND WILL CUT THROUGH ENOUGH STRINGS OF WEB TO MAKE THE STRUCTURE COLLAPSE (IT HANGS FROM THE HILT OR HANDLE OR WHATEVER YOU CALL IT).

tHERE'S A TREASURE CHEST ENTAGLED TEN METERS UP, AND ANOTHER ONE TWENTY METERS UP. tHEY CONTAIN A CRUCIAL QUEST PLOT DEVICE FOR WHATEVER QUEST THE PARTY IS TRYING TO FULFILL.

ND/OR A MONKEY HEAD IN GOLD


nym IS NEVER HERE. sHE HAS ABANDONED THIS TOWER, WHICH IS WHY MOST THINGS JUST GET STUCK AND DIE OF OLD AGE. oR BOREDOM.


halls of myn


wmyn IS REALLY TINY SPIDER, BUT HER PSIONIC POWERS LETS HER LEVITATE STUFF ABOVE HERE. . sHE'S VERY KEEN ON HAVING THORNS AND OTHER SHARP OBJECTS ORBIT ABOVE HER FOR PROTECTION. sHE CAN ALSO FLING THESE THINGS AT HIGH SPEED, KNOCKING OR EVEN KILLING WHOEVER IT HITS.


myn KNOWS HER TWIN SISTER nym IS OUT TO GET HER, AND NO PEBBLE TOSSED WILL SAVE HER THERE.

sO myn BUILT HERSELF A VAST LABYRINTH BELOW GROUND, TOO TINY FOR MOST CREATURES.

iT IS ACCISBLE THROUGH NARROW, VERTICAL TUNNELSE THAT GOES STRAIGHT DOWN FOR A HUNDRED METERS, LIKE SHARP NEEDLES INTO THE GROUND. (sorry for hathe caps-lock, I didn't realise it on, I just saw the ligh on my keyboard indicating I had it turned on).

Anyway, so NYM is out to eat MYN. One very large spider, and one very tiny.

(At this point in the text I'm wondering if I should let it rest til tomorrow, for illustration (Also blind folded), to see if I can remember things just about right, or if I should just post it, nah alright I'll just post this as is with some ugly illustration, no one cares)

QUESTIONS THAT NEED ANSWERS:
1. Why did NYM abandoned her enourmous tower?
2. How old are they?
3. Why were they in the stone?
4. Why must NYM kill/eat/b MYN?
5. What does MYN's labyrinth look like?
6. What about MYN's shrink-ray I didn't mention, which she uses to shrink and enslave humans to work in her labyrinth?
6. What number am I on?
7. How the hell did the giant sword end up at the top of the ceiling?
7. Can the screenshot of my black on black Firefox with red wavy lines be used as a dungeon map for this stupid adventure that isn't a adventure but merely some poorly written hook?