[EDIT: Please note that this post's content has been significantly improved through editing for concision, as discussed here]
I've been typing away on a dungeon adventure that I may try to self-publish.
I've been typing away on a dungeon adventure that I may try to self-publish.
Recently, I'm glad to say, I've had lots of productivity on the professional research and teaching fronts, and I've been enjoying GMing a new play-by-post campaign using the old B10 module, Night's Dark Terror. With the teaching semester buzzing etc., that all involves a good investment of energy, however, so I've decided that in terms of writing new gaming content in this season, what interests me most right now is revising a dungeon I created a while ago, and trying to make it even better.
[Thanks to those who offered feedback recently on Settings with Strata, by the way; your experiences have helped me identify ways that the product doesn't need a ton of work in some areas, and does need more thought in others. That project remains firmly on my personal radar]
Meet Beneath the Burial Wells.
This is just one level of the place, and it's the old version; the revised version has a bit more going on. Key design goals are to make something filling a niche like Tomb of the Serpent Kings, playable in a night or two with low-level characters; weird (but not gonzo) fantasy; interactive, rewarding exploration and interrogation of mysteries; non-linear and vertical, with 3D loops to navigate and even multiple possible goals within the dungeon; and deadly in select places, but not a hack-and-slash fest.
I thought I'd offer a glimpse at some rough-draft content from this current free-time-project. Here's some background info and some recommended hooks for gold-grubbing heroic PCs. Feel free to leave some feedback - in fact, please do! I'd rather learn now if this sounds boring or lame. Everything is still drafty (especially the room description), nothing here is set in stone. At any rate, it's fun to work on.
BENEATH THE BURIAL WELLS - BACKGROUND
For generations, mourners have carried their dead up to
silent cliff-side ruins in the high hills above the town Olvad. There at the Burial
Wells, where somber carved courts encircle well-like shafts, the dead are released
into shafts, back to the earth.
Over those same generations, some in and near Olvad have succumbed
to a weird illness, a chronic weakness and literal fading that ends in the
near-transparency and then death of its victims. Terrified of this malady,
Olvad’s council has banished the afflicted from the town. Today, a group of Fading
occupy hovels beside the Burial Wells, as outcast as lepers but still feeding
their nearly-invisible dead to the mountain.
WHAT’S REALLY HAPPENING?
Centuries ago, a league of arcane scribes serving the Third
Emperor built way-stations — protected libraries where traveling scribes could
rest, research, and pass messages through magically secured means. These soon
became conduits for secret lore from across the empire, firing the envy and
suspicion of rival orders. It was not without satisfaction, then, that those
rivals presented the Third Emperor with evidence of a great betrayal. A master
of the league’s way-stations, over-steeped in ancient arts, had twisted
language itself to create an unsanctioned weapon: a text that could spread like
a disease, bind the wills of men, and bring down an Empire. The response was
swift and brutal. The league was banned; fire and sorcery purged the
way-stations; imperial archivists scrubbed all mention of the league from
historical texts — or so they thought.
The Burial Wells above Olvad are actually the top level of a
league way-station – the very site where an ambitious master brought down an
empire’s wrath. After securing six reptilian fossil skulls which still bore the
spark of keen wills older than humanity, the station-master used power forced
from these artifacts to animate a written text capable of enslaving minds. Even
as the Third Empire’s magical assassins brought retribution, the station-master
hid his text on a secure message-wall. It still waits there today.
So do six reptilian skulls, brooding and bitter at their
servitude to humanity. Too weak now to project much power, they can only force
a few tendrils of spite through the rock around them – just enough to curse a
few humans in the area with the fading sickness. Were the skulls ever brought
back into the heat and energy of the daylight world, however, their capacity
for vengeance would be terrible.
GETTING YOUR PLAYERS INVOLVED
Several different ‘hooks’ might draw your player characters
(PCs) into adventure beneath the Burial Wells. Note that the options described
below point to different goals within the dungeon; further, some hooks may work
better for different play styles (one option may fit more heroic motivations,
while another will suit a plunder-and-run expedition). For these reasons, GMs
may want to familiarize themselves with the full adventure and consider their
desired play style before choosing a preferred hook. If in a hurry, however,
any of these hooks should lead to adventure, wealth, and probably trouble
beneath the Burial Wells.
1. A rumor is flying: the Bloody Jacks mercenaries have
learned the location of an abandoned Third Empire way-station, which may hold lost
lore worth a small fortune. As it happens, the PCs are in Olvad when they
encounter a drunk, talkative servant sent ahead of the Bloody Jacks to make
logistical arrangements…who lets slip that the Burial Wells above Olvad are the
way-station! The Bloody Jacks are only days away, but the PCs realize they
could clear out the ruins first. This hook works even better if the PCs are
heavily in debt to very unpleasant persons.
2. Dame Joran, matriarch of a prosperous merchant house in
Olvad, has a secret: her grandson has come down with the fading sickness so
feared by the town’s citizens. On pain of disinheritance, Joran has forbidden
the family to reveal this situation. Keeping her grandson hidden, she has spent
enormous sums investigating everything known about his weird malady. She has
realized that known cases cluster more densely near the Burial Wells. On a
hunch, she discreetly hires the PCs (paying very well for their silence) to
investigate beneath the ruins and determine whether they have some connection
to the fading disease. If the PCs can offer clear answers - or even neutralize
the curse - they will be paid a small fortune.
3. The PCs are agents of a king or other important patron,
who learns that a reptile-worshiping cult seeks the location of a specific
Third Empire way-station. Since the patron’s library identifies that
way-station as the ruins above Olvad, the patron deploys the player characters
to the Burial Wells. They are to find out why the reptile-cult is interested
and neutralize any threats.
4. Alternately (see Hook #3), the player characters’
influential patron learns that an enemy faction is sending a team to Olvad to
recover an ancient “weapon word” lost beneath the Burial Wells. The players are
to find and neutralize (or, perhaps, secure and exploit) this unknown weapon
before the enemies find it (this is a similar hook to option #3, but the hooks
will point to different goals within the dungeon itself).
Room C1. Teleporting Chamber
GM Highlights: A teleportation table allows movement between
levels A and C. PCs arriving by teleportation from A9 appear next to the
teleportation table here. If PCs linger in C1, they will be attacked after 1
turn by Crypt-Script from C2, unless the PCs have adequate light; if a PC
teleports into C1 without an active light source, they are in particular
danger. If a PC teleports here without light, do not describe any visual cues
from First Impressions; use the First Impressions In the Dark instead. This
room has no treasure.
First Impressions: A solid bronze pedestal (with something
finger-sized floating above it) stands in a bronze circle on the center of the
floor. Four massive long-bones of some giant creature stand as support pillars
toward the corners of the chamber. Everything visible has a slightly singed,
burned look. Through a doorway to the south, PCs hear running, splashing water;
any light source will shimmer off water in that direction. Through open doorway
exits to north and east, PCs hear faint whispering sounds.
Special Note - First Impressions in the Dark: PCs who arrive
by teleport with no light source active have different first impressions. Everything
suddenly goes pitch black! You still feel the solid mass of the bronze pedestal
before you, but you now hear the sound of running water somewhere in the dark
ahead of you. Behind you and off to your left, you hear moaning and whispering…getting
closer.
Looking Closer:
Bronze Teleportation Table: This table is identical to the
one on Level A. In the middle of a 6’-wide bronze circle carved with geometric
patterns stands a 3’-high, 2’-wide bronze pedestal. The pedestal has a flat top
engraved with Third Empire glyphs in a circle, which say: “Behind the Empire of
Arms Stands an Empire of Knowledge.” The final glyph – “Knowledge” – is a
separate, finger-length piece of bronze hovering six inches above the pedestal.
No amount of force will move it to the side or higher than six inches above the
table, but it can easily be pushed down. If it is lowered to touch the surface,
completing the sentence, any persons on or touching the bronze circle will
immediately vanish and teleport to A9.
Upon teleportation, the Knowledge glyph immediately rises
back to its levitating position. A character arriving by teleportation from A9
will feel the pedestal to their front, but unless they have or produce a light
source, they will have to feel around in the dark to find the floating glyph (if
they tell you they are looking for it!). I suggest a 35% chance per round to
find the glyph in the dark, or auto-success if a full turn is devoted to the
search.
Crypt-Script Attack: By the end of one turn spent in this
room, 1d4 Crypt-Script will have gathered at each of the entrances from C2 to
North and East. They appear as wraith-like, black-cloaked human shapes formed
from ink-like ribbons of written script, which flow and writhe in the air. They
repetitively whisper hateful threats and random snatches of archival lore (1d6:
1-2, “flames took our tongues…give us yours…” 3-4: “flames took our breath,
give us yours…” 5: “Lo’at, Court Huntsman begat Su-ripak, Second Emperor…” 6:
“Su-ripak, Second Emperor begat Ris-Apan, Third Emperor…”
What happens next depends on whether the PCs have light.
With light: The Crypt-Script come no closer than a few feet
to any light source as bright as a candle. If PCs cluster around their
light(s), allow each single light source to keep up to 4 PCs safe. If kept at
bay, the Crypt-Script will fall back to the shadows and continue whispering
hatefully at the PCs.
Crypt-Script may be Turned as 3-HD undead. They are
otherwise immune to damage, with one exception. If PCs advance on the creatures
with light, they will retreat. If cornered with no room to retreat beyond 5’, Crypt-Script
menaced by open light will be destroyed (50% chance) or attack despite the
light (50% chance; see below).
Without light: If the PCs are not adequately protected by
light, the Crypt-Script will attack. Grant PCs automatic initiative and make it
clear that something horrifying is approaching, even if the PCs are visually
blinded. If the Crypt-Script catch PCs in the chamber, treat each group of 1d4
creatures as a single, amorphous attacker. Each attack is an attempt to wrap
ribbons of dark script around one PC. Their touch is deadly; PCs must Save vs.
Death or perish.
Crypt-Script will not move onto water, so flight into the
flooded hallway at C3 may save PCs without adequate light. Any PC rushing
blindly toward the sound of water will fall down the steps to C3 and take 1d6
damage.
+++++
When I ran this dungeon a while ago, one player got himself teleported down into this room. Unfortunately, he had no light. What he did have, however, was ALL the party's rope and climbing gear, which was a bit unfortunate, since the folks with the light either needed to teleport after him or climb down two levels to come find him. But the hireling porter who saw him teleport was shrieking his head off, screaming "He just vanished! He just disintegrated!" So there was not an immediate rush to repeat the experiment.
The PC did, in fact, rush off into the darkness, fall downstairs into the flooded corridor, and turned out ok in the end. Running this dungeon taught me that sometimes the really really silly thing that the PCs obviously won't do (like setting free a mysterious psychic reptile skull that promises to be nice to you and tell you where to find some treasure) is exactly what the PCs are going to do.
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