Showing posts with label One Page Dungeon. Show all posts
Showing posts with label One Page Dungeon. Show all posts

Tuesday, December 14, 2021

Tower of Hylox, a SPEEDRUN dungeon.


"So you risked it all for a few gold coins and a kiss on the forehead from your betters? Forget princess blah blah, I know why you did it too. You don't care about her. Why would you? She's already forgotten the whole ordeal and made love seven times with her cousin by now. Kind of makes the whole experience seem empty, doesn't it?"

...

"Oh, how would I know, eh? Look at me you lout! I'm you! Ahaha, hack, cruff... ehehe... I've been there. Look in my eyes! I've seen things in the dark no living mortal has known. I found secrets to topple empires including the one you rest your head down to sleep in. Who do you think recovered the wizard's orb, slew the ogre king, and kidnapped the successor prince? I did it all underground too. In the dark. That's how I know you. And I can see it's left you empty inside. The darkness ages like bad champaign, after a while there's no fizz and sparkle. Only madness and..."

The old man gazes into his now stale cup, makeup and frills old with dust. "Well, there's glory down there. If you're fast."

When you forsake the princess for glory, another game mode is enabled for you...

SPEEDRUN

To make a speedrun, a dungeon needs a clear final achievement. If this is completed the run ends and is counted complete and the score is tallied. This includes the IRL time the dungeon took, the in-game time, and all achievements completed by the end of the run. Further rules can be found at goblinpunch via the link above.

Lean into video game tropes when you make a dungeon into a speedrun. Describe camera angles, cutscenes, aggro distance etc.

Next you need a dungeon.

Tower of Hylox.

The tower hides in the darkness of forbidden woods where nightmare creatures dwell. Its black stone walls indicate the presence of former wealth and power. Now the tower leans crooked and jagged, like the ancient trees which surround it. It rises 50 ft. ground to tip. Within are four levels, B, 1, 2, 3. A narrow door, wedged tightly by the shifting stone allows access to floor 1. Narrow windows peer down from the second floor.



Outside. In the shadow of the tower, five spider-faced mutants in trenchcoats load potato sacks into wagons. One of the mutants is less transformed than the others and has a slip of paper in his pocket with the word drowssap. The sacks are filled with fist-sized spider eggs. 3 horses wine nervously. After 1 dungeon turn (10 minutes in-game and IRL), they will finish loading and re-enter the tower with one standing outside. 

B. Beneath a trap door from 1. a cellar with rows and rows of shelves. Shelves are lined with jars filled with a green pickling fluid and a preserved body part of an animal. If noise is made or a jar is touched without saying the password (drowssap) the jars fly off the shelves, smashing and breaking on the face of the intruder. 1d4 damage.

What's in this jar?

  1. Spider Legs
  2. Owl Eyes
  3. Dwarf Liver
  4. Komodo Dragon Tongue
  5. Crab Claw
  6. Tentacle
  7. Cobra Fangs
  8. Insect Chiton
  9. Fly Wings
  10. Compound Eyes
  11. Squid Beak
  12. Gills
  13. Fish Tail
  14. Mushroom
  15. Anglerfish Bauble
  16. Brain of a spider mutant cultist
In the corner, an unassuming chest sits locked. The key is lost in the grass outside, but if the players bring one in their inventory it'll work here. Within is a Jar of Flash Flame, which acts as a jar of oil that ignites when broken.

1. Beds for five spider mutant cultists are placed around the walls. Each has a collection of belongings under it or piled beside. If the cultists were given a chance to re-enter the building they sit around a table playing a game of dice. 

An exploration turn spent with the belongings reveals, pictures of family, a journal noting a lost key that must be somewhere outside (1 exploration turn to find it), a signifier of a warrior priesthood with a promise to end the disappearances. 

Straw covers the floor but a trapdoor is visible beneath leading to B. Stairs leading upward to 2.

2. A sparking sputtering machine is operated here by a hunched mutant loyal to the master. They will inch toward the matchlock of disintegrate laying on the table in the center of the room if aware of the PCs.

Several more mutants sit in cages. They are riddled with mutations of animal parts. If their mouthparts are changed back, then they can speak. These are the spider mutants' family members. If freed and cleansed of mutations the mutant cultists will flee and may be convinced to turn on their master.

The machine has a small platform and a large one. In the small one sits a jar with a squirrel tail. If a living thing is placed on the large platform and lever pulled, sparks and zaps occur and the animal part is placed on the person. If the body part and living thing are reversed, the mutation will be removed.

Strewn about are small woodland animals, half of which have mutations. There are also empty jars stacked in corners. Stairs lead up.

3. Hylox

In the final room is Hylox, spider lord. If he is indefinitely disposed the dungeon is considered cleared and the score may be tallied.

A pseudo-magical darkness rests in the chamber. Lighting methods are limited to effecting 5ft. Webs are strewn about and large clay jars filled with eggs obscure the chamber. Moving quickly or recklessly will break a jar, spilling poisonous spiders onto the floor. 

Hydrox begins to weave his web as soon as the characters enter. Using knowledge of the characters he tries to turn them on one another (the thief stole from you, the barbarian left you to die, the wizard's father cursed your family), next he tries to steal and extinguish their light by shooting webs. Lastly he will ambush from above. If grappled, his bite is a save or die effect.

Hydrox (20 hp), AC as chain, Shoots webs (grapple) and bites (save or die).

SCORE

Your time is IRL time spent + 10 for each dungeon turn you took. A dungeon turn will pass for each room you interact with and for each fight. Dungeon is counted complete if Hylox is killed or otherwise disposed.

ACHIEVEMENTS

Note which of the following you accomplish in your run. Be sure to not your achievements and lord it over your inferiors!

  • Pacifist - do not deal damage via attack rolls or targeting creatures with spells
  • Funnel - begin play with no class and 10 in all stats.
  • Free Solo - complete the run alone
  • No Funeral - no PCs die
  • Exterminatus - everything is dead by the end
  • Completionist - All rooms entered, all valuables found, all NPCs killed or rendered friendly
  • Empty Handed - begin play with no equipment
  • No Hospital - no PCs are damaged
  • Rube Goldberg - kill a monster or NPC using one of the dungeon's traps
  • Watch Your Step - avoid setting off any of the dungeon's traps
Let me know your time!

Monday, August 2, 2021

The Smoldering Grove

Anto Finnstark

Let's build put our sword to the grindstone and build a dungeon! As discussed in the previous post, we want to communicate the story of the setting via the boss, factions, enemies, items, and NPCs. To do so, I selected a dungeon plan from the chart at the end and an interesting faction then wrote a new complimentary faction, npcs, and enemies. To present the info I think it's easiest to start with the map and keyed encounters:



REGION LORE:
The Smouldering Grove lies deep in the marshland in the heart of the rotten Mother Tree.

The druids once worshipped the Terrible Serpent and kept the balance between the dangers of the wild and the tyranny of civilization.

The darkness of the marshfog is due to foul smoke from the Changling Flame.

Rot claims all. The sustaining Living Fruit is no longer here.

Fire consumes and transforms, but here mostly transforms.

The Changling Flame is a tool of the Father, used to craft civilization. It must be extinguished for the cycle to continue.

FACTIONS:
Tenders of the Grove (Druids):
I've heard they were once a priestly lot, tending the changing flame and bring a touch of life and vibrancy to the outer places. But see their grotesque form now. One should never play with fire.
Wants: Replace Tyranny with Freedom. Freedom of form. Transform Ordered reality into each man's will.
By: Changing Fire and the fruit of the tree of knowledge.
But: The grove rots without the Living Fruit stolen from Unyali. 

Knowers of the Oak Tree (Druids):
The woods creak and moan. The wind howls. The world itself cries out against the tyranny of the Timeless One. Let his embers be put to rest.
Wants: Extinguish the Changing Flame and reclaim the Living Fruit.
By: Reclaiming it from ???.
But: Capture the Spark that starts the Cycle anew.

0 - The bonfire illuminates the inside of a cavernous rotting tree. The moon is barely visible overhead. The rotting tree bark encloses the massive hollow space within. Two narrow paths along the edge of the tree are visible (toward 1 and toward 6). Toward the center of the tree there is a steep drop to murky black sludge. It is impossible to see its depth. In the distance is a faint golden glow (Unyali).

The path toward 6 is clogged with brush and branches. It is possible to traverse with effort, noise, fire, and or time. Doing so likely causes a ruckus and husks from the direction of 1 or a random encounter will arrive.

In the muck are Ooze Leeches, crocodile-like slime animals. 

Ooze Leech
Black and thirsty, biting, hungry. Beware the black, forgo the muck. Live to walk again.
3 (12hp)/1 stam/0 focus/0 humanity
Attack1 envelope. Those hit are stuck where they are. Enveloped targets take 1 additional damage each turn from attacks and slowly sink into the muck. 
Defense: shriek in pain.
Armor: 3 - slime
Stalk any in the muck and look for opportunities to sneak up on land. Fears fire.

1 - A small group of shamblers acts out animal behaviors. If threatened, they will attack. The murky slime off the path is incredibly hard to get out of and large crocodile-like slime animals make quick work of any who are trapped.

Shambler
Vines, bark, wood, antlers, flesh. The druids seek to become one with Nature.
1 (10hp)/2 stam/0 focus/0 humanity
Attack2 stam Horns. Places antlers on the ground and charges straight ahead. (+2 to dodge rolls to avoid this attack). Hits all enemies standing close together.
DefenseDodge
Armor: 1 bark

2 - A clearing with dry ground is visible toward the center of the great cavity. Within is a golden tree, slowly rotting and turning black. This is Unyali. Unyali is accompanied by a handful of Knowers of the Oak Tree, druids with a shred of humanity left. They are in various states of sanity but are hostile toward all flame. Use this opportinity to give the players a sense of what is going on. Give them some lore about the world and this area if possible.

There is a short, but dangerous path through shallow muck toward the ziggurat and pyre (6). If the PCs wish to go this way, Unyali asks if they go to extinguish the flame. If so they go in peace and may be offered the Olive Mantle, if not, Unyali and the Knowers will be hostile in the future.

Unyali - Tree of Knowledge
Mnnh... new tenders of the grove? Haven't I suffered enough? O, have you a shred of humanity left?
Knows: about the druids and the watcher.
When asked about the Watcher of the Forest. Poor beast. Her fur once decorated my bark. When they fed her my fruit... you can see it in her eyes. The weight of reality was never meant to be carried by pristine beasts such as her. I suppose the tragedy of it all has driven her mad.
When asked about the tenders of the grove. My Dancing Children. Once they were content in the forms the Order gave them. Now with knowledge and fire they change. My children ought not to play with fire.
Does: Grows Golden Apple, able to restore a lost or warped memory. Requires a Mighty Soul.
Needs: Soil fertilized with the blood of the chief druid to die and grow anew in a new home, thus escaping the rot.
Has: The Olive Mantle. Combusts to negate a spell effect and regrows each evening. Also, a Golden Apple.

3 - Chantress dance around Shamblers making a mockery of love. Or they are torturing some forest animal. A Black Ooze lurks nearby, waiting for easy prey.

Chantress
Dark robes and darker eyes. Open mouths saying hidden words. Don't let them chant for long. Things change when they get going.
1 (3hp)/1 stam/2 focus/0 humanity
Spell: An Elk's tongue with ignite (target burns for sum once, then dice each round until chanting stops)
Attack1 stam dagger
Defense: shriek in pain
Armor: -
Begins to chant and ignite the one who looks most flammable, then rushes in with dagger.

4 -  The narrow path of mushy ground gives way to the muck. A rope bridge extends upward into a network of passages connected above the swamp and suspended from the trees. If careful, the PCs may avoid confrontation. If they dally, the druid husks will find them. There are net pouches suspended from the trees. If searched there is a body of a dead Smoldering Sect wizard. On her is a note: (insert some lore from this location or the setting at large or a setting you want to run later). Also, an Iron Halo which acts as a helm and contains the spell Grease (spew forth dice * 5 gallons of slippery, flammable grease).

5 - Hanging from a tangle of rope is Cathbad the archdruid of the grove. His form is disfigured and obviously mutated. He has tremendous girth. A dull orange glow emanates from his mouth and eyes.

Cathbad, Archdruid
Restrain'd captives! Free them from the tyranny of appendages. Take on the form of your choosing!
Knows: about the fire and the downfall of the druids.
When asked about the Changling Fire: There's nothing to be afraid of. It's just a spark of the Creator himself. Just a touch. A short scream later, you've created something new!
When asked about the rot or what the hell happened: O, perhaps snakes ought not to be trusted! Pah! Never take fruit from a snake, this I know. But no one said never give them fruit either. The snake took the Living Fruit and now we rot! But flame purifies! Now we rot, now we rot, burn burn burn!!
Does: Yells to his followers, the Tenders of the Grove. They are deformed husks and cannot hear him anymore.
Needs: Atonement for leading his people to a horrible end. He asks the PCs to receive the power of the flame and reclaim the fruit, thus restoring the grove.
Has: A Pearlescent Scale, your jaw unhinges and stretches. When you eat a person, gain their humanity in max hp. Non-husks always have a few humanity.

6 - Atop a rough-hewn ziggurat stands a massive Elk. Surrounding him are a half dozen chantresses, who stoke its flaming head with their intonations. Illuminating the area stands a massive pyre, filled with the bodies of druids.

Those who wish to be consumed by the Changling Flame are welcome if they pay homage to the Watcher of the Forest.

Watcher of the Forest
Black stag, Mighty Defender! Black stag, Rack of Eyes! Black stag, Forest Incarnate!
1 (25hp)/5 stam/3 focus/0 humanity
Defense: Always blocks with 1 stam. Always counts as having 1 stam to block with.
Armor: -
Attacks:
Enemies Close: Hooves. Kick an enemy dice*10ft away. Otherwise a normal attack.
Enemies at a Distance/Grouped: Horns. Places antlers on the ground and charges straight ahead. (+2 to dodge rolls to avoid this attack). Hits all enemies standing close together.
End of Round: casts 1d ignite for free on one target
When at half hp: The Jealous Flame, the watcher's body ignites as flame envelopes its fur. The flame assaults the minds of all onlookers. Save v Focus or rush toward the Watcher. The flame lashes out and all those who start their turn near the Watcher take 2 damage.
When at low hp: The Watcher lifts the pyre in its horns and from now on attempts to drop it on its enemies. Damage received is as a normal attack plus the flame effect below.

The Changling Flame
The Pyre is illuminated with an orange greasy flame that belches black smoke. This is the Changling Flame. Bodies within grow mutations and are consumed continually. The flame greedily lurches toward those who get close and will attempt to leap onto them.

Any who touch it add the flame to their inventory. When wielding the flame, you may turn your bonfire into a pyre such as this. Those who reach in the bonfire/pyre may receive the flame themselves. The Flame grants a spell: Consume, extinguish a number of nearby fires to gain that many dice to recover your stamina or focus.

If enveloped by the flame (from a kick?) take 2 damage and roll a random mutation. This takes up a slot in the inventory and may have a positive or negative effect. 
  1. leathery wings - fly briefly
  2. flaming eyes - see humanity through obstructions
  3. slime legs - move slowly, but across walls if you like
  4. inner eye - increased perception, never surprised
  5. changeling mind - gain d3 madnesses and bits of lore
  6. claw - lose a hand and gain a claw (as a sword)
GM NOTES:
Balance of this game is something I'm working out still. Allow your players to be creative. This is a souls-like, so combat is implied several places, but let them think outside the box and attempt to parley if at all reasonable. Husks are mindless, but some will pantomime and can be fooled. OSR skills are still relevant and thinking your way out of trouble and into an advantageous position is aces.

The text prompts are just that. Prompts. You can read them aloud for a bit of flavor text, or take them as inspiration for role-playing a particular NPC.

Also, I've implied a lot or spread the story around (as is the soulsy-way). I don't know how practical that is, but I'm trying it out. the gist is that there was once some druid that kept the Changeling Flame and lived in nature in balance. The evil snake tricked the archdruid Cathbad and took the fruit, resulting in rot overtaking the grove. The druids are now split. Those who are with Unyali, the Tree of Knowledge and have kept some humanity, and those with Cathbad who use the Changling Flame to keep themselves from rotting. The watcher was once the guardian of the grove, but has gone mad after the serpent fed him the fruit of knowledge. He is still the guardian of the Flame, but desires to see it consume and transform without limit. If that didn't come through in the reading above, let me know. Its a fine line I'm trying to walk.

NOTE:
So while writing this I saw this post about designing dungeons in a circle. Doing so solves a ton of problems for the specific type of game this is! Take one of the following structures from this graphic copied from the linked post and put the bonfire at the start and boss at the goal. Add rooms and branches for the other encounters and you're done.

Thursday, April 18, 2019

Cathedral in Flames, Ode to Our Lady of Paris


Cathedral in flames, Ode to Our Lady of Paris




So the interior of Notre Dame has burned out. It was quite a shocking spectacle. I'd never known much about the building, but everyone's heard of it. As I saw the fire blazing away from the point of view of countless reporters and iphone users, I couldn't help but think the place was utterly magical. The intricate carvings, biblical iconography, centuries of history, and unquenchable fire. It was tragic and beautiful and evocative. In a small way, from someone a million miles removed, an Ode to Our Lady of Paris.

My design goals for this little dungeon were to respect the architecture and history of the building, make it gameable and fantastic, and to cross-link to tons of other pieces of the community project this is a part of.

The dungeon is submitted as part of the Indefinite Train community project. So technically the whole thing is on a train car hurtling through worlds and time, but it works pretty well without any of that, too. Just replace the italicized references with other monsters/NPCs and forget it's moving.

Apart from running the Indefinite Train, you could use it as an interesting site for a relic the PCs area after. Put the item up in the spire or bell towers. Your Moriarty analog could easily have sent a good to burn down the Cathedral. whatever.

Let me know if you use it! I'm extra interested in how using multiple ton magic bells goes. That and what sort of mischief 50+ toddler gargoyles get up to.

EDIT******

The format of the google doc was terrible and I just realized. Here is a link to the original document just uploaded to google drive as a pdf. I created the document as a pdf, so unfortunately I don't have an editable file for you. Here is the pdf.

Yet They Did Not Listen To Their Judges (GLOG Class: Scion)

You are anointed by God to deliver your people and lead them to true faith. It is an odd situation when the gods are the ones your people mu...