Saturday, December 27, 2014

The Boys (and girl) Are Back In Town

In summary, the actions and events which unfolded over the next two days are as follows. (Note: I am using the Greyhawk calendar to track the passage of time)


Moonday, 17 Harvester
The party sat around a table in the Bone House and the spoils of their first adventure were divvied up. Thowin had converted the extra swords for coin and everyone came away pleased. A toast was made to the fallen Reldari and even to poor Loro the dwarf.


Art by freemachine
 After a few pints, Nux the torchbearer decided to take his few coins and leave the party (failed morale check). Seeing Reldari, his employer, cut down by the orks was enough to discourage the young lad from further dungeon delving…. at least for now. He wished the party well and was last seen heading towards the Bazaar, presumably to spend the few gold coins he came away with.

(Q: Does the party attempt to hire another cleric to replace Reldari? (Very likely - 06, exceptional yes. I rule this as an auto find - new search cost required!)

With the death of Reldari and the departure of Nux, Imorfin and Thowin Four Fingers decided to try and hire a new cleric and a new torchbearer. Balork contemplated paying a visit to the Mages Guild to investigate the possibility of researching new spells, while Fretta huddled under her robes in the tavern common room.

Imorfin and Thowin hadn't even finished discussing how to go about recruiting a new cleric, when they were approached by a young man who introduced himself as Durik, faithful retainer of the goddess, Laex. He couldn't help but overhear the party's need for a new cleric and he was more than interested in the job.

Exiled from his homeland in the north, Durik had come south in an effort to battle evil and help spread the word of the goddess of wind and storm. A facial tic was his only distinguishing characteristic and after a short talk, Thowin and Imorfin accepted him into the party.

Godsday, 18 Harvester

Art by William Bowen
Balork visited the Mage's Guild, marveling at the size of the halls. But the young mage was not granted access to the libraries. Instead he was made aware of the fee of 200 gold coins for membership to the Guild. In fact, it was a requirement that all Mages in Enharza join the Guild and he was given two weeks to return with the fee. He vowed to return.

Thowin Four Fingers recruited Boarface, the aptly named torchbearer, to replace Nux.

No new leads were discovered, so the party decided to return to Stonehell the following day. Fretta thwarted an urchin's attempt to pick her pocket as she sat in the tavern. She gave the youth a good smack before he scrambled out of the tavern. Bursus laughed while Durik shook his head, thinking that perhaps the kid was hungry.

Everyone turned in early with a full day's march to Stonehell ahead of them in the morning.

Thursday, December 25, 2014

What do the characters do back in town?

When the party is back in town, I will be more player than DM. I will try and play the characters as if they were my own (which I guess they kinda are), and select the most appropriate course of action based on their class, personality trait, etc. And of course I will also consider the carousing and gambling house rules for the unpredictability factor.

Artist unknown
I have created random encounter tables for each city district which will hopefully prove fruitful in generating additional adventure/story paths which the party (or part of it) could pursue. I don't want Enharza to be a 'safe base' for the party. I want it to be a place of adventure and danger just like the Southern Isles outside the city walls. The tavern is really the only safe haven. Well, mostly…

The party will be in town normally for d3 days unless there are extenuating circumstances (longer time needed to heal, not enough coin to stay, city-based adventure thread, etc). In general I will select an action from the below table per character or choose a couple as options and ascribe percent likelihood.

Options
1 - Rest, recover, relax (i.e. stay in the tavern)  
2 - Carouse 
3 - Gamble
4 - Research/Study/Train
5 - Shop
6 - Explore town / visit city district or specific establishment
7 - Follow a previous lead
8 - Try and discover new leads (use  subtable)
9 - Attempt to recruit hirelings (use  subtable)

Rest, recover, relax
For those staying in, there is still a 25% chance per day for a tavern encounter (70% occurring at night). 

Carousing and Gambling
Use home brewed tables - an option for the characters to gain some XP and coin. Of course, failing a save might be problematic…

Research/Study/Train
Another option for the characters to earn some XP. Mages can try and learn new spells from the Guild. The numerous temples and shrines offer clerics plenty of opportunities for furthering the aims of their order.

Art by Rhys Griffiths
Shop
Enharza offers everything under the sun for the right price. Merchants and charlatans have semipermanent stalls in the Bazaar District where strange goods and unique trinkets can be found. But watch out for pickpockets!

Explore town / visit city district or specific establishment
As mentioned each district has its own encounter tables; many are benign, just offering color. There is a 33% chance for encounter per city quarter visited.

Follow a previous lead
Once the game gets going and different story threads/adventure leads are created, the characters will undoubtedly have a few things to choose from here.

Try and discover new leads
Base chance of success is 25% per day; increases by 25% per day up to max 75%; cost is d12gp per day in drinks, food, and general schmoozing. If successful, roll on d00 table below:

1-30: Regarding known adventure locale (determine randomly)
31-60: Regarding unknown adventure locale (create one!)
61-80: Make a connection (see subtable)
81-00: Potential patron looking to hire party (create a lead using TOAD)

Connections subtable
1 - Random Meatshield who wants to join up
2 - Roll the Dice NPC,  down on his luck and will join for 1/4 share
3 - Local Merchant - all gear 20% off
4 - Make a connection in the Thieves Guild - gambling whenever you like (plus the odd job…)
5 - Roll the DiceTavern patron (new drinking buddy)
6 - Other...

What else could happen in the city? Ideas for more subtables?

Tuesday, December 23, 2014

Enharza, a wretched hive of scum and villainy

Only four hours ago you disembarked from the Wind's Embrace, the old sailing ship which brought you from the Imperium to the city of Enharza on the southern tip of Varisha. The journey was long and the weather not always favorable, but  you arrived safely, which was the only goal. The waters around Varisha and the Southern Isles are home to many dangers, and safe travel is not to be taken for granted.

The misty fog that often plagues the waters of the Southern Isles was thin, and the captain of the Embrace had no difficulties with navigation. Most of the passengers on  the ship kept to themselves during the voyage, but the four of you began talking soon after leaving the port of Seaward on the island of Yendo and decided for safety's sake to partner up in your fortune-seeking. 

Art by Sam Michlap
You stood together against the rail of the ship as she pulled into the harbor of Enharza, admiring the walled city with its densely packed buildings and numerous tall, narrow towers. Enharza held the promise of opportunity. 

As soon as you disembarked your senses were assaulted by strange smells and loud voices, shouting in new languages. Exotically dressed men and women filled the narrow streets, many trying to hawk some trinket or oddity. Offers of unidentified meat on sticks were easily refused and finally you managed to get directions to Tavern Alley, where you hoped to find a place to spend your first night in Enharza.

Here at the edge of the civilized lands, it was clear that one must be on his toes; this is no place for the weak or incautious. Enharza is a wretched hive of scum and villainy. 

But Enharza is also a city of opportunity. Ships arrive every few days from near and far filled with brave (and foolhardy) souls looking to earn their fortune exploring the ancient ruins and forgotten lands of the dangerous Southern Isles. Gold can also be won by becoming the latest hero in the Arena or by doing other, less savory jobs. Some come to Enharza on the run and others just look for a new start. Enharza accepts all, but quickly separates the strong from the weak.

Artist unknown
Archon Fezaar rules the city, but you have heard rumors that in reality there is a constant struggle for power between the Thieves Guild and its numerous splinter factions on the one side and Fezaar and his Black Guard on the other. The Mages Guild keeps things in check while Enharza's many cults, churches and religious sects struggle for power and influence. 

Almost every inhabitant of Enharza has heard that the city was built upon the ruins of a much older place - indeed, evidence of the Old City is everywhere. And rumors of its hidden treasures persist, even now. The histories recount that the Old City was buried by cataclysmic ashes long before the Imperium reached its tendrils down to the Southern Isles once again.

You have arrived in Enharza, but what fate awaits you here?

Enharza was the main city in my last PbP game, and I wrote the above description as part of the initial post. Enharza was created by Santiago Luis Oría and published in Fight On! No. 6.   When I first came across the city map and the wonderfully evocative descriptions and tables I had no doubt that Enharza should be the centerpiece of my Sandbox. Although my Enharza is different from the original, I hope to be true to the flavor and vibe of the original.

I'll post in more detail soon about the various city sections and the source for random encounter generation that I am putting together.

Saturday, December 13, 2014

PLAY REPORT - Conclusion of first Stonehell delve

Thowin Four Fingers, a fighter
Imorfin the elf
Reldari the cleric, and his torchbearer, Nux
Fretta the Dark, a thief
Balork the Medium, a magic-user and Bursus, his man-at-arms

We rejoin the party on the first level of Stonehell, in the midst of a fight to the death with a party of orks. Loro the dwarf, short time mercenary, has been cut down.  Thowin and Imorfin, the party's leaders are asleep, having been caught in the area of effect of Balork's spell. Reldari and Bursus face off against the much larger ork captain….


Nux, the young torchbearer shook in fear as he stood next to Balork. His eyes focused on the lifeless dwarf, Loro. The magic-user pulled out his dagger and hoped that Reldari and Bursus could deal with the ork, but he considered his escape route just in case. Fretta the Dark, the albino thief,  drew an arrow and let loose. She dismissed the danger of hitting one of her comrades, trusting in her aim. But the shaft flew wide and she watched again in frustration as the arrow slammed harmlessly into the far wall.

The ork captain growled and swung his battle-axe, barely missing a ducking Bursus. The man-at-arms regained his footing in the muck and countered with his scimitar, but the blow was deflected. While Bursus occupied the ork, Reldari the cleric used the moment of distraction to land a solid blow. The ork grunted but recovered immediately. The huge battle-axe gleamed in the torchlight before it sunk into Reldari's gut with a sickening sound. Blood splattered and the cleric fell.

Fretta cursed again and released another arrow, this time on target. The ork captain snapped off the end of the shaft protruding from his thigh and swung at a ducking Bursus. The man-at-arms, perhaps driven by fear as he stood toe-to-toe with the huge ork, leapt forth and struck down his foe with a quick slash of his blade (Natural 20!). The fight was over, but Loro and Reldari were dead.

After the battle the sleeping Imorfin and Thowin Four Fingers were awakened. After a brief discussion the sleeping orks are tied up and then awakened with hard slaps.

Q: Does the party interrogate the orks? Very likely,  Mythic: Yes
Q: Does the party ask about treasure? Very likely, Mythic: Exceptional Yes and doubles so a random event occurs. Another PC Negative event - Lie Fears; I interpret this as the orks trying to scare the party off from taking the loot.

The orks reveal the camp location just in the nearby chamber, but warn that their shaman has placed a curse on anyone who would steal from the orcs. If stolen, only ill will come of it. The loot consists of 150 gold, 75 silver, 5 flasks of Dwarven brandy (expensive stuff!), numerous swords and short bows as well as the ork captain's battle-axe - maybe magical they way it bit into poor Reldari?

Q: Does the party believe there is a curse on the treasure? 50-50, Mythic: Yes - a dilemma now. Will they actually leave it behind?
Q: Do they leave the loot? 75% chance of a yes, Mythic: No! Damn the torpedoes - I like it!

There is some further interrogation and the party learns of the Open Sore ork tribe and their location a bit further to the south. This camp was apparently a forward base as the orks are attempting to expand their territory.

After a short discussion, the party agreed it was time to return to the surface and to Enharza. Mythic revealed that the party opted against killing the captives but did leave them bound and gagged.

Sunday, December 7, 2014

Random Adventure Design

Stonehell is currently the centerpiece adventure site in the Ever Expanding Sandbox, or at least the only site 'known' to the party. As I have posted before, I think its non-linear nature fits perfectly with the solo play concept, providing many different adventure paths depending on the whim of the dice. I have also identified a few smaller '1-page' dungeons that I have on standby as drop-ins should they be needed as a result from a random table. They don't necessarily have the size of Stonehell, but they are all non-linear with no set 'story', which I think is the more important characteristic. But one of the main goals of the EES, was to create adventures randomly or organically.

The EES is also known as "The Southern Isles". I'll talk more about it in a later post, but the original idea was to create a sandbox that had different 'themed' regions/areas to explore. But in addition to these distinct regions the map is dotted with many islands of different sizes (hence the name of the sandbox). The islands, along with the 'mainland' at the top of the map, provide the potential location for other adventure sites outside the 'themed' areas, e.g. desert, jungle, broken-land.

So back to the topic of the post, I wanted to develop a random adventure generation methodology which I could use to create dungeons/adventure sites that could be scattered across the various islands. But how to go about it?

I don't know exactly how much I have spent on OSR products in the 4-5 years since I first stumbled across the Grognardia blog, but I would say it is in the range of three grand. I really don't spend a lot of cash on anything else (other than bills, kids, wife's horses, etc), so my conscience is VERY clean when I plunk down some coin for a game-related product. And to be honest, I really like supporting the many creative folks out there in OSR land.

But of all the products which I have purchased, the Tome of Adventure Design (ToAD) is in my top three, if not my favorite purchase. I'm not going to review the product, but just let me say that if you don't already have it, get it!

In the very first pages of the ToAD you can find tables for generating titles for location-based adventures. This is only one of several different approaches for which tables are provided, but it's my favorite and certainly provides some colorful and evocative starting material. The titles use the "The blank blank of the blank blank" format.

So, what I do is to generate 4-5 titles using these d100 tables. An example below:

Roll 1: The Cursed Hut of the Rat Combiner 
Roll 2: The Triangular Outpost of the Dark Slitherer 
Roll 3: The Grey Coliseum of the Poisonous Witch 
Roll 4: The Deadly Cradle of the Elemental Demigod 

Not bad, I almost like 3 and 4 as is. Next I use the awesome Dungeon Words and Wilder Words tables to add further food for thought in coming up with the concept. So five rolls on each table give me the following to consider:

Pristine, Wizard, Settlement, Elemental, Hatch 
Hatch, Vats, Herbs, Sawdust, Guardian, Defiled 

Using these key words I play around with the titles until I get something that causes a spark…..

The Cursed Coliseum of the Combiner Witch 

I'm thinking of an island where an evil witch is doing vile things, a la Dr. Moreau. She creates abominations through black magic and has them fight in her 'coliseum'…. Using some of the key words above, maybe also the island has…

A wizard (outcast) who keeps herbs…good, a help to the party - maybe has a 'pristine' glade?
A settlement of barbarians who battle the witch's abominations….
A sawdust elemental guardian that roams the island - witch (wizard?) has lost control…
A defiled forest where all is corrupt
Hatches down to vats of vileness…

Just ideas, maybe things change as the idea gets fleshed out. To add further random, awesome goodness I think I'll pick 3-4 tables from the Dungeon Dozen which are appropriate to the concept and then roll for a few to stick in….

Some other working titles I have already created for the EES:

 The Ancient Hatchery of the Skeletal Princess (completed) 
The Deadly Crypt of the Sand Assassin (70% completed) 
The Obsidian Caverns of the Ice Ghouls (LOTS of ideas!)

For now I am using the above to create adventure locales/dungeons, fully fleshed out to be placed in the sandbox. But where I would ultimately like to get to is to use the ideas and concepts as generated with the above methodology to create tables for 'themed' random dungeon generation. I purchased Scweig's Themed Dungeon Generator and am playing around with this 'engine' for what I'd like to do. I really like the concept, but would like to flesh out with more tables, covering more details.

To be honest I have very little innate creativity. But let me tell you, I have no problem using, combining, borrowing, stealing, recycling, and reusing all the awesome things produced by the many creative geniuses out there in the OSR blogosphere!

Shoulders of giants and all that…

Sunday, November 30, 2014

House Rules and Question Resolution


I broke my dungeoneering teeth on the Moldvay Basic set and that will be forever my favorite set of rules. That being said I think Labyrinth Lord is an improvement of the original classic with regards to layout. I am still hemming and hawing about whether or not to use the additional classes from the Advanced Edition rules, but for now I have decided to only use the 'basic' LL rules and the original classes (including race as class).

And as with every DM, I have a set of house rules which I have tacked on including healing and death rules, carousing and gambling, saves vs. energy drain and sleep, experience point bonuses, etc. At some point soon, I'll add a table covering these in more detail.

With regards to the solo play rules, I realized after a nice discussion with Alasdair on G+ that I probably need to elaborate a bit more on the question resolution system that I am using.

As I mentioned in an earlier post, I am using the Mythic GM Emulator for question resolution - but how does it work? Well, during solo play I am playing the characters and relying on Mythic to be the GM by answering yes/no questions to which I have ascribed a % likelihood of being a yes. Then I roll dice (d00) on the Fate Chart and based on the likelihood of a yes, I get either a yes, no, or an exceptional yes/no. The latter two require an interpretation on my part as to what additional implications the yes or no comes with.

There is also the possibility of a random event occurring if doubles are rolled on the d00.  The random event is determined first by rolling on the 'Focus' table, i.e. what is the target/subject of the new event. Then a roll is made on the Event Action and Event Subject tables to gain further insight. In the last play report there is a good example which I will try and elaborate on further so my thought process is a bit clearer.

So, the party was in the midst of a tough fight with the orks. I thought ok, perhaps now the party might consider retreating, although given that they still outnumbered the enemy, I said the likelihood was greater than 50% that they would stick and fight. The result on the d00 roll was a 44, indicating that they did in fact continue the fight AND the doubles meant a random event.

I rolled on the Focus Table and came up with 'PC Negative', i.e. something bad (relatively speaking) for the party. Then I rolled on the Event Action and Subject tables and came up with 'Attract a Project'. Now this gets to the heart of solo play….how to leverage the randomness and unexpected results from various tables by interpreting the output  given the context of the game. So after thinking a bit the best I could come up with was Loro leveraging the tight spot the party was in to grab a share of the loot. A 'negative' for the party, but one that made sense to me given where the action was at that specific moment.

I'm not following the process as laid out in the GM Emulator to the letter (for those that know the system, I'm still not sure about how best to incorporate the Chaos Rank), but I am employing interpretation 1.0 and it's fun so far.

I am considering using other question resolution systems, and I have no doubt that version 2.0 will come along soon!

Sunday, November 23, 2014

PLAY REPORT - Session 1, part 3

Thowin Four Fingers, a fighter
Imorfin the elf
Reldari the cleric, and his torchbearer, Nux
Fretta the Dark, a thief
Balork the Medium, a magic-user and Bursus, his man-at-arms

We rejoin the party on the first level of Stonehell, packing up their gear after a brief rest…

Loro rolled up his drawings of the dwarven architecture and stuck them in his pack as Thowin and Imorfin got the rest of the group ready to move out.

New torches were lit and the party followed the only passage out of the chamber, soon reaching an intersection. The halls were silent, offering no real clue as to which passage to pursue. They tried the western passage first, but it led to an empty chamber and nothing of interest was found save for some unintelligible scribblings on the stone walls.

Thowin led the way back to the intersection and down the eastern passage. They soon entered another chamber, this one littered with piles of foul-smelling offal, bones of various sizes (and species) and other detritus. As the group considered whether to try and navigate the nastiness to an opening in the opposite corner of the room, Bursus noticed some movement in a nearby trash pile.



Suddenly a horde of giant-sized rats poured out, surging towards the party like
a brown wave. With weapons already drawn, the party was ready for the charging rodents, and within a few seconds, six of the rats were dead. Save for a few nips which were't close to penetrating boot leather, the rats didn't put up much of a fight. A couple more were cut by the party's blades and suddenly the remaining rats turned tail and headed back into the piles of waste.

Just as Balork muttered something about unnecessary noise, four visitors barged into the chamber from the opposite side of the room. "Orks!" Fretta turned and loosed an arrow, striking one of the four and the fight was on. Imorfin, Reldari, Bursus, and Loro the dwarf followed a charging Thowin Four Fingers into the fray.



One of the orks shouted out a warning down the passage from which they emerged. Thowin cursed, wondering how many orks might be around the corner. The big fighter then cut down one of the foes with his two-handed sword. Loro took an arrow in the shoulder, but the dwarf battled on.

(Morale check showed that orks would fight on.)

Reldari took a nasty cut across his chest, but the good cleric wouldn't back away from the fight. He offered words of encouragement to Bursus, who was having the better of it with his foe. Suddenly a gong sounded from whence the orks came. A collective sense of dread washed across the party. What to do?

(Q: Does the party flee after hearing the gong? Unlikely - I figured they would stick around a bit since the orks were outnumbered, for now at least. 53 - party fights on. Some rolls behind the screen revealed that two waves of ork reinforcements would arrive in a few rounds.)

The fighting was messy as man, elf, dwarf, and ork all slipped and tripped, struggling to find firm footing in the offal-filled chamber. But luck seemed to be with the party. First Imorfin cut down an ork and then Bursus dropped another.

(The lone remaining ork failed a morale check and decided to bolt.)

The last ork turned and ran for the exit, dodging a swing from Loro. Fretta loosed a last arrow, but it was well wide of the mark. The party quickly caught their breath and after a brief discussion it was decided Reldari would use his spell of healing on himself, as his wound was much more serious than the injuries to Loro and Thowin.

Before the party could consider further action, three more orks arrived, two of them armed with bows. Fretta fired again wide of the mark, and the albino thief cursed under her breath. Imorfin caught a shaft in the shoulder and grimaced in pain.

(Q: Does party fight on? Likely, given there are only 3 orks. 44, Yes. And the doubles mean that a random event occurs. The RE table in Mythic reveals a PC Negative event: Attract a Project. Hmmmmm)

Loro the dwarf tugged at Thowin. "We agreed a full share for me, eh?" The fighter reluctantly agreed. It was a little difficult to refuse in the middle of the fight. Loro winked as he hefted his axe and then the dwarf charged the orks.

Imorfin and Thowin each cut down an ork, leaving only one. Loro squared up against the last foe and drew blood. But the ork retaliated with a vicious blow of his own, and Loro the dwarf dropped to the mucky floor, thus ending the shortest employment for a mercenary in recorded history.

Suddenly a group of seven orks burst into the chamber, six ork fighters led by a huge brute, obviously their captain. Imorfin and Thowin immediately turned to engage. Balork, who had been holding his Sleep spell in reserve, finally decided that he could wait no longer and the magic-user cast the spell.

(Imorfin and Thowin were both caught in the area of effect of the spell along with the orks. 9 HD were affected - the 7 1HD orks, as well as Imorfin and Thowin. All missed their save vs. spells - I'll post soon about my house rules)

Reldari, Fretta, Bursus and Balork, now out of magic, faced the ork captain. The latter hefted a wicked looking battle-axe and sneered at the weaklings before him.


(To be continued…)

Saturday, November 15, 2014

PLAY REPORT - Session 1, part 2


In borrowing again from John Yorio, I have decided to include the questions I ask of Mythic and the resulting answers. Already the oracle takes some of the adventure material and twists it slightly, adding some interesting color. This is the part I most enjoy - watching the story develop organically by way of randomization!


Thowin Four Fingers, a fighter
Imorfin the elf
Reldari the cleric, and his torchbearer, Nux
Fretta the Dark, a thief
Balork the Medium, a magic-user and Bursus, his man-at-arms

We rejoin the party in the entry chamber on the first level of Stonehell, contemplating which way to go….

After lighting new torches the party opted for one of the two passages heading to the south. Thowin led the way as they entered a square chamber littered with bones. A quick examination revealed the remains likely to be humanoid. Old blood stains covered a good portion of the stone floor.  A lowered portcullis could be seen to the west down a short passage, but before the party could investigate further, a strong wind began swirling about, growing stronger and stronger until the two torches were extinguished.

"Fools! Flee before your bones rest here evermore," boomed a voice in the darkness, followed by sinister laughter. (Question: Does the party flee? Very unlikely - 25, Yes)

The party didn't think twice and as one, bolted from the room. Back in the entry chamber Thowin and Imorfin steadied the group and led the way down the other southern corridor.

Voices were heard up ahead coming from a side passage.  Thowin peered around the corner and immediately discovered the source - a party of dwarves standing at the bottom of a pit in the middle of the hallway. (Random Encounter check came up with 4 dwarves. They were coming from a side passage that had a pit trap. Question: Are the dwarves trapped in the pit? Unlikely - 23, Yes; Are any of the dwarves injured? 50-50 - 4, Exceptional yes; so I judge that one of the dwarves actually bought the farm in the fall)

Imorfin and Thowin instinctively moved forward to help the trapped dwarves. Ropes were dropped down and the grateful demihumans were pulled up. With the exception of one poor dwarf who impaled himself on his pickaxe, the rest seemed to be no worse for wear, escaping with mild bumps and bruises.

The group was led by one Snorri Broadshoulders, and the party soon found out that the dwarves were exploring Stonehell on a sort of archeological expedition, looking for examples of ancient dwarven construction.

(Question: Will Snorri and the dwarves leave with their fallen comrade? Unlikely - 22, Yes. The doubles mean a scene interruption from the Mythic Oracle. The event focus is 'NPC Positive' with a meaning 'Dispute Liberty'….how to interpret?)

The dwarves debated whether or not to continue with their expedition, but Snorri ultimately decided to return to the surface with their dead comrade. But before they departed one of the younger dwarves engaged Snorri in an intense discussion. Apparently the lad was seeking permission to join Thowin's group, and after a few words between Snorri and the human fighter, his wish was granted. (Random Encounter check negative) So with Loro added to the ranks, the group parted ways with Snorri. 

They came across one empty chamber and after a fruitless search, quickly continued on to the south and found a door at the end of the passage. They entered the chamber beyond and immediately realized they had found one of the rooms that Snorri was seeking. The stonework of the walls and ceiling were of the highest quality and obviously very old. Images of dwarven gods in bas-relief adorned the walls. Loro immediately began sketching and taking notes, completely lost in his admiration of the ancient dwarven stonework.

When Fretta as the last of the party entered the room, the door slammed shut before anyone realized there was no handle on the inside. Thankfully there was another hallway that provided an exit from the chamber, but Thowin and Imorfin motioned for everyone to take a rest, resigned to the fact that there was no way back the way they had come.

While Loro scribbled away, rations were pulled out and the party rested.  Bursus pulled out a piece of wood and began whittling as he and Nux  chatted about all the treasure they we certain soon to find.

(To be continued…)

Thursday, November 13, 2014

Random character generation

Without a doubt my passion for using random tables and generators also extends to character generation. Over the past several years I have picked up ideas and source material from various OSR bloggers and put together some tables for auto-generating character details. 

I first tried out the concept for a PBP game I was running at the time. Although my players were great in humoring me, I think honestly the reviews were mixed. But now that I am "the player" in the EES, all PCs and NPCs will be auto-generated using different tables. So here is my methodology:

Stats (3d6 in order) - To be honest, the current PCs were generated using 4d6 (drop the lowest) in order. Don't recall why I was so wimpy at the time, but I think for all new characters, I'll man up and go 3d6. Although likely with the caveat that total modifiers (aggregated) have to be -1 or higher. Baby steps…

Hand of Fate table - This is an idea that I lifted from Jeff Rients (I think), with other sources thrown in, I'm sure. This is a d100 table that every PC rolls on with different categories of possible results. These include (with actual table example):

Special Motivation (You are searching for a family heirloom - what is it?)
Random Boon (You have an eagle eye - add +1 to all missile attacks)
Random Bane (You have a headgear obsession - roll on the Random Headgear Table)
Skill (You are a gifted musician, +2 to all reaction rolls while playing your lute in front of others)
Roll on Special Class Ability Table (Thief: Never surprised, unless asleep or drunk)
Magic item (Random Potion)
Roll 2x on the Table

All in all, I think the good items outweigh the bad 2-1 with some neutral thrown in.

Appearance, Quirks, and Skeletons - These are actually three separate tables and each PC rolls on two of them (selected randomly). See example below with the PC description

Name generator - There are many name generators out there, but I borrowed the concept for mine from the supercool MeatShields generator. I basically created two lists of first and second syllables and I roll twice to create a name, e.g. Balork. I also created tables for females as well as having subtables for 'ready-made names', demi-human names, and monikers (1 in 12 chance)

Previous occupation - Self explanatory. I think rat catcher is still my favorite…


So,of course all the current characters (and retainers) in the Ever Expanding Sandbox game were generated using these random tables. Please meet them below.

Balork (Magic-User): Wears a black eyepatch, fascinated by dungeon ecology, and was previously a fisherman. He is searching for something, although we don't yet know what it is. Balork had a random stat increased by +1

Fretta the Dark (Thief): Fretta is an albino, she has an unresolved family vendetta and was formerly an armorer. She is also afraid of the dark. Now, when I rolled that up I could only smile. First I randomly generate Fretta who then hits a 1-120 probability for the moniker 'the Dark'…. Fret-ta the Dark and THEN she has a random bane - fear of the dark. It's awesome when random tables come together like that!

(EDITED - previously had the wrong character!)
Reldari (Cleric): Reldari is an outcast from his family, the illegitimate child of a minor noble. He has very poor teeth and is a voracious reader. Reldari's Strength score was increased by +1

Imorfin (Elf): Imorfin always wants to be the good guy (elf), is also an exile from his homeland (makes more sense for an elf), and is an experienced fisherman. He is also a charmer and gets +1 to all interactions with the opposite sex (humans and elves). Makes sense!

Thowin Four Fingers (Fighter): Has a lame eye and is haunted by a ghost! Was previously a farmer. Thowin also has a signature weapon (two-handed sword) and gets an extra +1 to hit/damage when he uses it

So each PC has some nuggets to play with. Not all of the quirks or skeletons have been explored yet and maybe some PCs won't last long enough to do so, but the idea is to flesh them out through play. Fretta is also already developing additional fears (snakes), so I'm going to keep playing on that.


If you have any links, tips, thoughts on random character generation, hit me up! I'm always looking for more source material!

Monday, November 10, 2014

PLAY REPORT - Alternative style

I'm not sure if anyone is reading or not, but if so, I would like to ask you for some input. I am considering two different styles for writing my solo play session reports. A couple days ago I posted the first play report in normal 'DM summary' format. Below I offer the first-person journal entry format from the party's magic-user. I think both formats have their pros and cons, and to be honest, I still think I'm a long way off in finding an approach that I like. The fact that I suck as a writer doesn't help either.

But which version do you prefer? Any general considerations for writing session reports?


Foray into Stonehell as recorded by Balork the Medium

Day 1

Led by Thowin Four Fingers and Imorfin the Elf, we made the long descent down the stone stairs and into the dungeons of Stonehell. Nux, the young torchbearer with the lazy eye walked just before me holding his torch high. Next to him went his employer, the good cleric Reldari, mace and shield at the ready. I never found out exactly which minor deity or demi-god the acolyte worshipped.

Bursus, my man-at-arms, walked at my right. The young lad appears a good sort, despite his numerous tattoos and his strange wood-whittling obsession. If nothing else he is focused on securing as much gold as he can, owing a rather large debt to some unsavory individuals in Enharza.

Fretta the Dark, the albino thief rounded out our motley band. She has not revealed the story behind her moniker, despite some badgering from Thowin and Bursus. Fretta seems somewhat sickly, and mostly hides under her cowl.

After a long descent we finally emerged from the stairs into the middle of a large chamber. The light from our torch revealed a well-travelled place evidenced by the numerous scribblings on the walls and refuse on the stone floor. We saw no one, but to a man we were convinced we could perceive distant sounds, although we could not agree on their source.

Four  passages left the entry chamber, running  in different directions. In addition we saw a large wooden door. With no real preference we selected one of the corridors. We passed through an interesting archway which seemed to represent the gaping maw of some demon or devil. Unharmed, we proceeded onwards and soon came to an intersection.

An iron rod stood in a crack in the stony floor in the middle of the intersection. Attached to this rod was a sign. In crude Common we could read that a 'dragon' was to be found down the passage to the left. After some debate we decided to investigate, all the while doubting the veracity of the sign.

The carved stone corridor gave way to a natural stone passage which soon opened into a large cave. We ran almost headfirst into a party of dog-men who emerged from a side cave. We were both startled and before we really had the chance to size each other up, one of the kobolds startled a nest of snakes which were nesting behind some large stones.

Our two groups joined forces instinctively against the new threat. I pulled forth a flask of oil and tossed it in the direction of the snakes. It was close, but unfortunately not a direct hit. I threw my torch anyway and the flame ignited the oil.

The snakes, giant spitting cobras each at least eight feet long, were startled by the flame and retreated into the crevices. But unfortunately not before a serpent spat its venom into the eyes of one of the kobolds.

The kobolds, grateful for our intervention, quickly departed with their dying comrade. Perhaps they knew of a way to counter the poison, but if they did, I think it was too late for that one. Before the dogmen left they did answer the mystery of the dragon sign from the intersection. Apparently an oversized lizard has taken up residence in these caves.

Not wanting to test ourselves against the lizard-beast, we headed back to the intersection and went east. We found a chamber filled with refuse. A path led through the mess to an opening in the opposite wall. Fretta began poking about the piles of trash, hoping to find something of value. Instead she uncovered another giant snake and bolted from the room.


We had no choice but to follow after and we found her in the entry chamber, cursing snakes and all forms of reptiles. We convinced her that it was too early to leave the dungeon and that treasure certainly awaited us if we remained diligent.

Sunday, November 9, 2014

Why Stonehell?

The Ever Expanding Sandbox project is actually a hybrid of two separate gaming activities that I had been working on over the last year or so. The first is the development of the sandbox for the PbP game I was running over at Unseen Servant. I had sketched out ideas for the sandbox, including concepts for the starting city and a map I had made using Hexographer as well as a few working titles for adventures.  I wanted to create a small sandbox that would allow for different adventuring 'experiences' within a reasonable distance for the party.

I wanted  a jungle setting, an Underdark setting (probably minus the drow), a desert setting, a Barsoom-like 'broken land', a big city, and many small, unique islands for the players to explore.  I will talk in more detail in later blog entries (hopefully) as I try and flesh out each of these, but the point for now is that I was looking to create a sandbox with areas or places with distinct 'themes'. I had decided that there wouldn't be any kobolds, goblins, or hobgoblins, and I didn't want orcs, but orks. The latter was to be a much more violent, ruthless, berserker version of the usual orc. In short, my sandbox was a place where a dungeon like Stonehell wouldn't fit in.
   
Now the second component that's behind the creation of the EES is my first foray into solo-gaming. As I mentioned in the first post, I have been heavily inspired by the supercool solo play concept and rules of John Yorio of Tabletop Diversions. I think what John is doing is fantastic and I really enjoy reading his blog and following the development of his Ever Expanding Dungeon. I am still tweaking and adjusting the basic chassis of his random dungeon generation methodology to fit what I'm trying to accomplish, but I'm not there yet, although getting closer. But as I tested the waters of solo play, I wanted to try an existing adventure so I could focus on how the question resolution system worked and indeed see if solo play was something for me at all.

For me to enjoy DMing, whether it be the (very) rare occasion at the table, PbP gaming, and certainly solo play, there needs to be an element of randomness to the game so that there are always unexpected twists and turns. In selecting the centerpiece adventure for my solo play game, I wanted to use one that was anything but linear, one that allowed for many choices. So I chose Stonehell. I must admit that I really like this dungeon and thought it would be the perfect 'tentpole dungeon' for my soloplay game.


So the party had already made two forays into Stonehell in my solo play game when I made the decision to start the Ever Expanding Sandbox project. Now I had a dilemma - toss the story so far in favor of creating the sandbox  from scratch and according to the original idea, or keep Stonehell and adjust slightly the original idea for the flavor of my sandbox. And I chose the latter.

Wednesday, November 5, 2014

PLAY REPORT - Session 1

STONEHELL

We meet our band of intrepid explorers as they reach the entry chamber on the first level of Stonehell, far beneath the surface above. The party includes:

Thowin Four Fingers, a fighter
Imorfin the elf
Reldari the cleric, and his torchbearer, Nux
Fretta the Dark, a thief
Balork the Medium, a magic-user and Bursus, his man-at-arms


After a long descent the party finally emerged from the stairs into the middle of a large chamber. The light from their torches revealed a well-travelled place evidenced by the numerous scribblings on the walls and refuse on the stone floor. They saw no one, but to a man were convinced they could perceive distant sounds, although they could not agree on the source.



They left the chamber via one of the corridors running north, passing through an interesting archway which seemed to represent the gaping maw of some demon or devil. Unharmed, they proceeded onwards and soon came to an intersection.

An iron rod stood in a crack in the stony floor in the middle of the intersection. Attached to the rod was a sign and in crude Common they could read that a 'dragon' was to be found down the passage to the left. After some debate the party decided to investigate, all the while doubting the veracity of the sign.

The carved stone corridor gave way to a natural stone passage which soon opened into a large cavern. There the party almost ran headfirst into a group of kobolds who emerged from a side cave. Both groups froze and before they really had the chance to size each other up, one of the dog men startled a nest of snakes which were nesting behind some large stones. The long serpents hissed as they spilled out from their hiding place.

The two groups joined forces instinctively against the new threat. Balork pulled forth a flask of oil and tossed it in the direction of the snakes. It was close, but unfortunately not a direct hit. The mage threw his torch anyway and the flame ignited the oil.

The snakes, giant spitting cobras each at least eight feet long, were startled by the flame and retreated into the crevices. But unfortunately not before a serpent spat its venom into the eyes of one of the kobolds.

The kobolds, grateful for the party's intervention, quickly departed with their dying comrade. Perhaps they knew of a way to counter the poison, but if they did, it was probably too late for that one. Before the dog men left they did answer the mystery of the dragon sign from the intersection. Apparently an oversized lizard had taken up residence in these caves.

Not wanting to test themselves against the lizard-beast, they headed back to the intersection and went east, finding a chamber filled with refuse. A path led through the mess to an opening in the opposite wall. Fretta began poking about the piles of trash, hoping to find something of value. Instead she uncovered another giant snake and bolted from the room.

The rest of the party had no choice but to follow after and soon found her in the entry chamber, cursing snakes and all forms of reptiles. After some talking they convinced her that it was too early to leave the dungeon and that treasure certainly awaited them if they remained diligent.


(To be continued….)

Sunday, November 2, 2014

Welcome to the Ever Expanding Sandbox!

Not that I actually expect anyone to find this blog-equivalent of Tatooine, but if you have stumbled here, welcome!

Inspired by the Ever Expanding Dungeon my aim is to flesh out and develop a small sandbox via solo play using random tables, generators, and lots of dice! I had already started developing this sandbox for a short-lived PBP game, but never got further than generating the map, details of the main city, and ideas for adventure locales. I do have some specific thoughts about what I'm looking to develop, but I very much want to 'play' through its creation using numerous generators and tables to add a healthy (over)dose of randomness throughout.

As well as being an outlet to scratch my fantasy itch, I hope the developed sandbox will provide a rich setting for later use...at least that is the idea in theory! And this blog will serve as a repository for my thoughts and ideas and as a record of the development progress of my sandbox. And of course session summaries from my solo play will feature prominently!

Welcome again to the Ever Expanding Sandbox!