Archive for June, 2012

Ghostly Drummer on a BattlefieldEverybody has a story about what happened on Drummer’s Field. No two are quite the same, and all of them are suspect. No written historical account of the battle fought there is known to exist. What few sages have studied the field’s legacy know scarcely more than the drunks who swap their yarns in nearby taverns.

There are, however, a very few facts upon which everyone agrees. Not less than two centuries ago, a battle was fought on Drummer’s Field. In that battle, a ruling line was ended forever. And, whether through victory or through flight, a great evil survived. Lastly, no one contests that something of the battle was left behind—though precisely what remains a mystery.

Drummer’s Field takes its name from a lone figure who walks its length each night. No one has ever seen where he comes from, or where he goes, but each night he emerges from the forest on the southern side of the field. He marches solemnly, beating his drum in time with his step. It takes him roughly a half of an hour to cross to the Northern side of the field, where he disappears again into the trees.

Many sages have studied the Drummer in depth. He is not a ghost, for he has corporeal form. Neither has never been confirmed that he truly appears and disappears. If he does, it is always immediately upon being out of sight. If his path is blocked by a physical object, he will calmly move around it without changing pace. The few times a person has dared to block his path directly, a bright yellow light has emanated from beneath the Drummer’s cowl. This light engulfs the blocker’s form, and when it dissipates, they are gone None who have been engulfed by this light have ever been heard from again.

A few attempts to forcibly restrain or attack the drummer have been attempted. If these attacks can be ignored, the Drummer simply continues his march. More serious attempts to restrain or harm the Drummer cause the Drummer to die, silently. Either clutching at his throat as though choking, or clutching at any wounds which have been inflicted on him. When the body is examined, it is discovered that there is no one within the Drummer’s clothing. Only a few nights later, the Drummer returns to the field, as though nothing happened. This has only been attempted a few times, since each time the Drummer has died, one of those responsible for his ‘death’ has disappeared without explanation shortly thereafter.

It has also been noted that upon careful listening, one can hear the sounds of a great battle with each beating of the figure’s drum. These sounds are only faint echos, so it is difficult to learn anything about the battle from them. An elven sage named Efrem once spent 50 years dutifully cataloging each sound she could make out from the beating of the drums. Even with her impressive elven hearing, the volumes she produced are primarily filled mostly with the clash of swords, and a few shouted commands. She did insist, however, that the sound was a little different each night.

The locals have come to accept the Drummer as a relatively innocuous creature, and even a source of community pride. They warn their children to stay away from him, citing of his deadly gaze. But every child knows you can’t be a man (or woman) until you’ve spent a night marching beside the Drummer.

GM INFORMATION:

Four hundred years ago, the king of a small kingdom stood against the demonic hordes of a Balor. The king and his army were slaughtered, and the demon carried out a ruthless campaign of genocide against the King’s people, erasing anyone who might remember the upstart who had dared to oppose him. With his dying breath, the King swore to the demon that the battle would never end until his people had been avenged.

The drummer appeared shortly thereafter, marching the field as a creature outside of time. Any who met his gaze were welcomed by him. The light he emitted sent them hurtling back through time, into the thick of the battle. Some managed to survive the battle, others were not so lucky. And none of them were able to change the battle’s outcome, and thus end the Drummer’s march.

At first, the Drummer had no form of his own. Beneath the clothing which bore the king’s colors, there truly was nothing. That changed the first time the Drummer was killed, about 15 years after he began his nightly march. Since then, whoever kills the Drummer has been possessed by its spirit. At night they rise as though they are awake, though they have no awareness of themselves or their surroundings. They instinctively know where the Drummer’s garb can be found. They immediately put it on, and travel to the field where they begin their march.

As they cross the field, the Drummer’s magic begins to take hold of them. And if they make it to the far end of the field, then they become bound forever to the Drummer’s task. Since then, each night when The Drummer disappears, he has been transported back through time to the battlefield. There the Drummer must watch, time and again, as the demons triumph over the goodly forces of humanity.

If anyone sent back through time is ever able to successfully turn the battle’s tide, and defeat the demons, the Drummer’s curse would end. Though the spell would not likely send the heroes back to their own time, instead trapping them in the past where they must either learn to live, or hope to find their own way back home.

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Two knights in Armor fighting on a forest pathA long while ago, shortly after I started taking this blog seriously, I wrote a post about making your forest environments more exciting during battles. It was the first of my Spicing Up the Battlemat series of posts, which is a series I’ve always found both fun and useful. Along with that post, I made a pdf file to help generate forest battlefields. I don’t know if anyone else has ever downloaded it, but I’ve certainly gotten a lot of use out of it myself. However, having now used it for several months, I’ve noticed more than a few problems. Not only are there several typos, but some options (most notably insects) came up far too often.

I recently took the time to revisit that chart, and I’ve updated a number of things. The layout is more clear, I’ve removed some useless information, added some cool new options, and altered some of the probabilities. I’ve also changed the rules about undergrowth, which I had taken directly from page 427 of the Pathfinder Core Rulebook. As it turns out, however, people who design tabletop role playing games might not be nature experts. I happen to have one such expert in my group, and they recently pointed out that when there’s high tree density, sunlight doesn’t penetrate to the forest floor, and thus there is less undergrowth, not more.

For my own purposes, I use this chart in almost every game, and I fully believe it has enriched our group’s experience. So, if you’re interested, here’s the PDF. An image of the file is also available below.

Random Forest Battlefield Generator v2

 

Forest Battlefield Generator by LS

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Odd Little Room of Unkown OriginOften on this site, perhaps too often, I construct posts by comparing or contrasting my gaming philosophies to those of the OSR community. Most likely, this is because all of the gaming blogs I read have an OSR slant to them. Is it just me, or does the OSR have a huge blogging presence? Anyway, this post isn’t any different. It’s about dungeons, and how my views on them compare to the OSR community’s.

  • Most OSR blogs I’ve read are strongly of the opinion that dungeons do not need to have a logical layout. I agree.
  • Most OSR blogs I’ve read are of the opinion that dungeons do not need to have an origin story. I disagree.
  • Most OSR blogs I’ve read are of the opinion that the creatures which exist within the dungeon don’t need any particular reason to be there. I disagree again.

There. I figured we might as well expedite the process for this post, since it’s late and I’m somewhat tired. I’m going to focus on the second point here: that I believe dungeons should have an origin story. Even if the dungeon’s layout is completely randomly generated, it’s valuable to have a few solid facts about the dungeon in mind. Where the dungeon came from can provide insights into what the dungeon looks like, and what can be found there. A 40ft long corridor in an ancient prison might be simple stone, while the same corridor in a crypt might have burial shelves at regular intervals. Below are the various dungeon origins I’ve come up with.

A Wizard Did It

I think it was Gary Gygax in the “Underworld and Wilderness Adventures” booklet who attributed dungeons to “Insane Wizards.” And while I’d hardly call it a sufficient explanation for every dungeon, it’s a great starting point. A wizard might construct a dungeon as a personal fortress, or as a way to contain their magical experiments. A truly insane Wizard could be responsible for some of a world’s most twisting and hazardous dungeons.

A dungeon created by wizards is also, in my mind, a great excuse to be showy with the unusual architecture and traps. Rooms where gravity shifts, or invisible bridges between towering cliff faces are exactly the kind of thing an arrogant wizard might create just to show that they could.

Dungeons can be dangerous! (Artsit unknown)Heracles Will Get to it Later

We all love Greek mythology here, right? When the Olympian gods imprisoned the Titans, Gaea (mother to the Titans and grandmother to the Olympians) bore two final children: Typhon and Echidna. These monstrous gods had numerous monstrous children together, including Cerberus, the Hydra, the Chimera, and the Nemean Lion. The Olympians eventually put a stop to the parents, but decided to let the children live, ‘as a test for future heroes.’

There is ample mythological precedent for the gods intentionally creating challenges for no purpose other than to test the limits of mortal heroism. While the Greek gods did this by leaving monsters around to be defeated by a bunch of guys who were mostly demi-gods anyway, the gods in a Pathfinder campaign setting might choose to test heroes by crafting dungeons to be explored.

Natural Phenomenon

A natural dungeon, or cave, is nothing new. It is none the less important to mention. Dungeons like these are created by the flow of water through the earth, by volcanic eruptions, and burrowing animals. But in a world of magic, could not that also play a part?

For the last few years I’ve been intrigued by the concept of ‘wild magic,’ magic which either exists naturally, or which exists as a kind of “nuclear fallout” from a once mighty magical civilization. In my Negune campaign setting, the isle of Argania is absolutely filled with this kind of thing. I see no reason why wild magic couldn’t also create a dungeon.

Perhaps tens of thousands of years ago, a civilization developed an urban development spell. One which built roads and houses and sewers and aqueducts. The spell effect was permanent, and has continued long after the civilization collapsed. After thousands of years without maintenance it builds corridors and rooms seemingly at random. Often it creates areas which are exceedingly dangerous for humans. And while it mostly ignores areas once it constructs them, occasionally an older area of the dungeon needs to be demolished…

Dungeon in the groundAncient City

Ancient cities tend to be distinct among dungeons, because they often follow a more logical structure. However, there’s no reason an ancient civilization couldn’t have had some very strange architectural choices. Particularly if it was something like ancient dwarves, whose cities are carved from stone anyway.

And don’t forget all the cool ways in which an ancient city can be damaged over the centuries. It can be partially underwater, or partially hidden under a blanket of volcanic rock. A particular favorite of mine is the city which has fallen into the earth, creating a very strange amalgam of natural and man-made hallways and chambers.

Crazy Creepy Cult

Cults do all manner of wacky things, and not all of them are secret. Much like in real life (See: Jim Jones, David Koresh, etc) cults will often want to completely separate themselves from the world and form their own self sustaining communities. In a game like Pathfinder, there’s no reason why these isolationists wouldn’t decide to build a dungeon to live in. Some cults might actually view the endless expantion of their dungeon to be a medetative act of prayer.

Cosmic Fender Bender

Every one of the numerous planes of existence is no doubt filled with citadels, towers, and dungeons of their own. And if two planes intersect just slightly, a dungeon might be thrown from one world, and into ours. This is a great way to add a hint of planar travel to your campaign, without going all the way and sending your players outside of the material realm.

Extradimentional Trap

Lets say the players are raiding a wizard’s tower. Upon opening a drawer, a flash of light engulfs them. Next thing they know they’re in the middle of a labyrinth filled with monsters and traps.

Dungeon in a Drawer: Keeping thieves away from your silverware.

Old Standbys

There are some classics which I can’t really add to, but I feel like I ought to mention them none the less.

  • A literal dungeon, built beneath a castle. Monarch after monarch added on to it. Even if the castle is still inhabited, nobody really knows how far down it goes, or what was done down there.
  • A prison. While this is basically what a dungeon beneath a castle was used for, it is distinct because there’s no castle on top of it, and second because we rarely think of dungeons in a literal sense any more. ‘Dungoen’ can mean anything with lots of monsters and treasure in it.
  • A crypt where the dead are buried. This could be anything from an Egyptian Pyramid, to the Catacombs beneath Rome.

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