Also provides me with inspiration of how/were to place some device traps.
More tricksy boxses https://www.antiquebox.org/category/antique-locks-and-mechanisms/
Started weekly Roll20 Campaign of SWN a couple weeks ago. Now a few sessions in.
I present you the Petunia Ceti Star Sector. Based on my warped brain and players input of
Hot takes:
Got the itch.
Starting new OSE (B/X) roll20.com campaign centered on a published megadungeon (being cagey about which cause, I don't know, surprise?). Tired of hex crawls that either 1) never start cause I'm still "prepping", 2) that never get to one of the megadungeons as there's so much other stuff 3) that stutter and stall because players are paralyzed with choice. Even more tentpolish than tentpole campaign.
So, similar to Ford Model T color options, the players can go on any adventure as long as it's The Megadungeon . And there is nothing to do in overworld other than recover and prepare for next delve into megadungeon. This hobby started with game like that (more or less (a lot less than some would believe, but it fits my narrative, so going with the myth)) and megadungeon is large and varied enough to actually provide plenty of choice. Probably branch out eventually. When the players are stuck, or need a break from crawling, it's good to have small palette cleanser "side quests".
Worcestershire county of "The Kingdom". |
Wilderness encounter checks are made when travelling in the direction indicated. So, no encounter check going to The Dungeon from human towns of Salisbury or Wellington. This is because it's annoying to get all prepped and set for delve only to have random encounter wipe half party resources and require going back to town. And if you push your luck and just barely make it out of dungeon, you're risking a lot with that return encounter check. I made Hamburg the opposite to provide players choice / agency. But Hamburg is less convenient. For instance almost no hirelings are available for hire there.
Travel around the overworld, to city, going back and forth between towns, has the cost and the discouragement of wilderness counter checks. Which tend to be both deadly and non-profitable in terms of treasure. In addition the more turns spent in overworld the more times DM rolls on dungeon restocking tables. There is no adventure in the overworld, no fun to be had It exists only to recuperate, resupply, and prepare for another delve into
The Megadungeon
I don't know how right now, but I'm gonna figure out some reason for my next Magic-User to be pimped out with these dope threads. The matching hat, I lack words.
Source & Info if you like, want to learn about art and history and stuff.
I present you, a mid level thief, demonstrating her Climb Walls Extraordinary Ability.
I rule failed climb walls as "No convenient crack, etc. was found" rather than falling. Damage is too severe penalty for attempting something that is a big reason to even bring thief along. I want thieves to be utilizing their abilities. I want parties to be thinking of and executing interesting solutions to obstacles using Climb Walls.
If thief gets attacked mid climb or other "bad thing" happens, I'd probably require an extra Climb Walls check to "hold on". And a Save vs Petrification (my go to "react to avoid bad thing" save based on some early published modules) for half damage.
Also why I don't make it insanely hard (as written (esp in AD&D) or interpreted by many) to set up a back stab. If thief successfully "sneaks*" prior to combat, they get back stab on first baddy passing them by. During combat if they spend round sneaking (and are successful) the next round they get to backstab **any** enemy. Party can choose to take out leader or wizard. But, only by investing 2 rounds (with possible failure) and probably leaving thief vulnerable "behind enemy lines". Another tool / decision point for players to exploit.
* my house rules combines move silently / hide in shadows into one skill sneak. Sneak is the thematic thing going on. The implementation details (hiding in shadows, using distractions, cat stepping) are beneath the abstraction level of D&D.
Original Reddit thread https://www.reddit.com/r/whatcouldgoright/comments/lombqq/i_mean_the_stairs_were_right_there/
I love, love this cartoon. I wish there was more. It was my first introduction to "weird science", fantasy and sci-fi. Many of my D&D campaign worlds have been strongly inspired by the opening narration. It has stuck with me.
"The year, 1994. From out of space, comes a runaway planet, hurtling between the Earth and the moon, unleashing cosmic destruction. Man's civilization is cast in ruin. Two thousand years later, Earth is reborn. A strange new world rises from the old. A world of savagery, super-science, and sorcery. But one man bursts his bonds to fight for justice. With his companions, Ookla the Mok and Princess Ariel, he pits his strength, his courage, and his fabulous Sunsword, against the forces of evil. He is ..."