Friday, January 27, 2023

Drill Complete

 This has been a drill.

 

Apparently, Wizards of the Coast (WotC) has decided to leave OGL 1.0a well enough alone (for now.)  In addition, they are releasing the 5.1 System Reference Document under the Creative Commons license.  Details here.

 

The damage may already been done.  Publishers are likely still moving on with their plans to avoid the OGL like the plague (as they probably should.)  Still, this is good news overall, so let's take the win.

 



Dungeon23: Week 3

Time does indeed fly!  As I write this, I'm in the process of finishing the first level of the Temple.  If you're new to the blog, please start here and catch up!



Level 1 - Area C

 
This map is created under the CC BY-SA 4.0 license.
 

 

Room 15: Library


This room has wooden shelves and scattered scrolls, clay tablets, and books, some of which are attached to the shelf by rusted chains.   


Two (2) male and three (3) female halflings with stolen weapons and armor have barricaded the entrances/exits with shelves.  They are escaped prisoners who are traumatized and paranoid, and may be hostile (-1 to reactions) until they realize the characters aren’t gobb-men or worse.  If escorted out of the dungeon and to their village (location TBD) the characters will receive 50 XP and a 150 gp reward from the village’s burgomaster.   If the characters escort the halflings to the entrance of the Temple, they only get 50 XP.

Most of these reading materials here are damaged and nearly illegible.  However, a fragment of some sort of prayer of the Cult still exists, written in the Common tongue:

The Snake God Watches

From the dark side of His Lunar abode

His Serpents embrace the world


(Note: this is a good place for any replacement player characters, halfling or otherwise.)


Room 16: Chamber of Urns


This room is lined with 11 large urns – nine (9) along the walls and two (2) in the center of the room.  The oblong urns are approximately three feet tall and four feet at their widest point and are painted with fading, serpentine hieroglyphs.  Only seven out of the 11 urns are intact.  Roll 2d6 for the contents of each intact urn if searched (treasure contents only occur once each; treat as empty otherwise):

2     A cobra
3-4   1d4 vampiric snakes (see Room 2)
5    A gobb-man playing with himself (if PG-13 audience) or picking his nose enthusiastically.
6    A sleeping kobb-man
7 – 8    Empty
9     Human bones
10    A human corpse
11    Coins (117 silver, 92 copper, 28 gold)
12     Coins (468 silver, 366 copper, 111 gold, 3 platinum,) and an emerald necklace worth 125 gold


Room 17: Gobb-man Temple


This was the final reward and resting place of nobles and other wealthy individuals who devoted themselves to the Cult (with financial support, of course.)  The walls of this room are lined with upright sarcophagi.  The tops of the sarcophagi are decorated with cobra-like hoods where the snake’s “mouth” is an opening showing an embalmed corpse inside.  At the far end of the room is a dais with a (secret) stone door carved with a large snake head.  The stone door blends as part of the wall.
 

The western side of the room has tables with crude, alchemical equipment such as ceramic bowls and a mortar and pestle.  The opposite end has a living space with scattered straw, furs, and skins (some humanoid) as well as various fetishes hanging from ropes strung along the serpentine columns.

This is the abode of a gobb-man “priest” and his “acolytes” (1d6 present at any time).  The columns are hollow and vent air from Level 2 below.  The “priest” has heard harpies’ singing (room number TBD) through the vents during his louts-addled trips and has begun worshiping them.

Gobb-man “priest”: AC 6 [13]; ATK 1; DMG 1d4 (dagger) or special; HD 2; HP 8; MV 9; SAVE 17 (mage); SPECIAL lotus sleeping powder (2 uses;) AL C; XP 60.

The Gobb-man priest is a coward and will let his acolyte(s) defend him while he pulls back.  If engaged, he will blow lotus powder from a tube (treat as a sleeping spell) then attempt to escape through the southern passage by opening the snake head door with a special hexagonal key on his person (similar, but not he same as the one in Room 7.)  

Each sarcophagus has small jewelry, trinkets, and grave goods inside worth 2d10 gold coins.



Room 18


The stone walls of this room are carved into scenes of grotesque religious rituals that honor, placate, or otherwise sacrifice to chthonic, serpentine creatures.  Anyone examining the reliefs must succeed at a saving throw against magic or find themselves transfixed, following seemingly animated scenes of horror towards a large, central being whose form is reminiscent of the Cult’s symbol.  Any time spent examining the reliefs while transfixed is doubled (one turn becomes two turns.)  Searching the room in any fashion also requires a saving throw to avoid becoming transfixed.
 
A hexagonal opening in the southeast wall is a lock that opens a secret door.  The key is currently held by the gobb-man priest in Room 17.  The stairway beyond leads to Level Two.

 

Room 19: Court of the Gobb-men


The room was either a feasting or worsip hall of some sort, with a dais at the end and enclosed areas along the walls.

About 27 gobb-men live in this chamber, with 1d4+10 present at one time.  Their "king" is a corpulent hobb-man (9 HP) sent from below to keep the gobb-men as a first line of defense against the oor-men.  The hobb-man "king" has taken to his posting rather well and is usually found resting on the dais with (at the GM's discretion) 2d10 human and demihuman servants feeding and massaging him.

On a positive reaction, the "king" will pay 15 silver per oor-man head brought to him.  He will also pay 50 silver for the return of his five, missing halfling captives (see Room 15.)

The gobb-man treasure is hidden in secret vault in the northeastern part of the room: 19 platinum, 149 gold, 1200 silver, and 460 copper coins; a piece of rough quartz worth 2 gold, a bloodstone worth 33gp, and a silver orb with a central gem eye surrounded by golden snakes worth 420gp.  The treasure is guarded by eight (8) glowing fire beetles that are accustomed to gobb and hobb-man musk.  The "king" has a key on his person.  


Room 20


This chamber and hallways once formed a barracks for the Cult’s guards.  Rotting wooden bunks and weapon racks with one or two rusted weapons still exist along some of the walls and alcoves (-1 to damage, breaking or rendered useless on a 1 in 20 attack roll.)

The steep, eastern stairs leading up to this chamber are trapped.  A pressure plate halfway up the stairs causes them to collapse into a slide that drops victims into a grated, 10 ft. wide pit below.  The stairs and pit reset after one turn.   The trap can be activated/deactivated by a torch sconce on the wall at the top of the stairs.

The door to the chamber next to Room 19 is locked.  The hobb-man “king” (Room 19) has the key.

The hallway opposite of the stairs and pit trap has a stairway that goes down to Level 2.

Room 21


This was previously the chambers of the Cult’s captain of the guard.  It is now the "brand new" offices of Selonius and Co. Trading Coster, a group of seven (7) traders who have fallen on hard times after a “grave misunderstanding” in the city, and are currently “exploring new ventures” with the creatures of the Temple.  They have been mildly successful, judging by the fact that they’re still alive.  The Company is not above smuggling and some mild banditry when necessary.   Their roster is as follows:

Selonius (6 hp, Neutrality):  a corpulent man, whose gregarious and somewhat sassy demeanor conceals a greedy and cunning mind; armed with a sword and wears leather and a buckler (AC 6 [13])

The brothers Varus (8 HP, Law,) who is tough and ruthless, and Garus (7 HP, Law,) who is rough but toothless.  They are the muscle of the company and armed with a battleaxe and a pole arm respectively.  They wear furs (AC 7 [14].)

Anexa (4 HP, Chaos): a shrewd, dark-haired woman with piercing blue eyes and a no-nonsense demeanor; she keeps the books.  She is armed with a sword, leather, and small shield (AC 6 [13].)

Old Stephan (3 HP, Neutrality): who might be the heart and soul of the Company, if not for his love of strong drink.  He is armed with a hammer and shield (AC 6 [13])

Oyunn (4 HP, Chaos): a quiet, long-haired man of the Steppe; armed with a short bow and short sword and wearing buckskins (AC 7 [12].)

Siobhan (5 HP, Neutrality): the short, girlish, and freckled “face” of the Company, complete with a fiery temper.  She has a crossbow and dagger and is wearing studded leathers (AC 7[12].)

The Company has some serviceable arms, equipment, and other goods to sell (GMs discretion as to specific items,) but prices are marked up 2d10+10%.  They do not have much capacity to purchase items from characters, as they only have 150 copper and 83 silver coins to their name.
 



Friday, January 20, 2023

Dungeon23: Week 2

One of the drawbacks of this project which I'm starting to realize is that because I'm making things up daily as I go along, there is an unplanned quality to the dungeon.  As a result, these areas and rooms are starting to seem like a rough first draft - with lots of little side notes, "TBDs", etc., to remind myself that I must address them later.  Therefore, I apologize to the dear reader.  I think a possible solution will be an addendum blog post once each level is completed, with a full map and notes along with any changes.

 

Pictured: A typical day of dungeon writing at the Lair

 

Level 1 - Area B

This map is created under the CC BY-SA 4.0 license.
 

Room 8  

The room is dominated by a raised and walled off area on the north end. The wall is a latticed, wooden screen where the High Priest would hear the petitions of the lesser cult members.  The walls have alcoves where servants and petitioners would stand quietly.  The north exits have faded and torn banners with the symbol of the Cult above.

There are five (5) oor-men that hold a mockery of this court.  The leader (a subchief with 8 HP) sits inside the screened area with his bodyguard (7 HP) and are armed with swords.  The three other oor-men stand guard in alcoves near each of the exits, which may make some of them difficult to see.  They are armed with spears.  The oor-men are at war with the gobb and hobb-men for dominion of the temple and on a positive reaction, may negotiate with mercenaries willing to get their hands dirty by killing their enemies.  The leader will pay 15 silver for hobb-man and 10 silver for gobb-man heads.  The payment comes from a small, iron chest next to him with 1,600 copper, 40 gold, and 640 silver coins inside.
If a battle ensues, the leader will fight from the rear and if routed, will flee to Room 9 and attempt to trap characters.  The leader wears a Cult holy symbol that enables him to do this.
 

Room 9

This chamber has serpentine hieroglyphs along the north and south walls.  There is a 20 ft. wide mosaic of the Cult's symbol on the floor, surrounded by four pillars with snakes pointing in four, cardinal directions.  Stepping on or passing through the mosaic without a holy symbol of the Cult causes the hieroglyphs to glow and stone doors to fall, closing the east and west exits.  Poison gas then begins to spew from spigots inside the mouths of snakes in the pillars.  Characters breathing the gas must save against poison or begin to suffocate.  Suffocating characters can last three (3) minutes plus their Constitution modifier before falling unconscious.  Characters that fall unconscious must save against death every minute thereafter or perish.  The gas stops after six (6) minutes, dissipating into a fine yellow dust that coats the ground (and any characters.) 
 
There is a secret maintenance panel on the southwest wall opens  by inserting a Cult holy symbol and turning.  Inside is a valve that can stop the poison gas, as well as two levers that open and close the east and west exits.  The doorways can also be opened with a Cult holy symbol from either side of the wall.  The symbol-opening mechanisms are concealed as part of the hieroglyphs.  However, there are no other such symbols painted anywhere else on the walls, leaving a clue to their importance.
 

Room 10

There is a makeshift wooden pen separating the north and south halves of the room.  Four (4) pox curs, a corrupt amalgamation of canine and dire rodent, are present in the pen, gnawing on the bones of hapless gobb-men, and other humanoids that have been fed to them.  The pox-cur’s bite is diseased (5% chance, victim gets a save against poison.)

Pox cur: AC 6 [13]; ATK 1 bite (1d4 + special); HD 2; MV 16; SAVE 16 (warrior); SPECIAL: diseased bite; AL N; XP 60

In the northwest corner of the (inside the pen) is an old, wooden chest with coins (78 gold, 1,590 silver,) and a gold serpentine bracelet worth 3 gold coins. 
 

Room 11

This is a large, vaulted chamber with many arched, serpentine columns (think La Gran Mesquita but with snakes.)  There are five (5) crude tents plus a large, central tent made of wood, skin, and bone, tied to the columns.  There are also cook fires near a shallow pit dug in the center, which is surrounded with heads of humanoids on stakes.

There are a total of 30 oor-men living in this chamber.  However, only 15 are present at one time (the rest wandering the temple or out raiding.)  The Chief of the oor-men (4 HD, 12 HP, +2 damage) tends to be present only during daylight hours (50% chance of being asleep in his tent.)

At the GMs discretion, there may be 2d10 humanoid captives, which the oor-men use for menial labor and cruel or depraved pleasure.

The Chief’s tent contains his treasure in a large chest: 165 gold, 2,760 silver, 149 electrum, and 7,400 copper coins, and a Cult holy symbol with a large ruby for the central eye worth 280 gold coins (which the Chief wears during nighttime.)  This symbol is a key to the central elevator (see Room 13.) 
 

Room 12

The walls of this room are covered in glyphs and other strange markings, which have been either crudely carved on the walls or painted with dark, bodily substances.  The northern and southern parts of the room are separated by a tattered curtain.  Old straw is scattered on the floor.  There is a pair of chains on the southern and southeast wall opposite of a secret door (opened by a rusty iron torch sconce.)  The northern part of the room has a wooden chair next to a crate.  Inside the crate are bellows and a small grinder, which is covered in dried blood with small bits of unidentifiable flesh inside. 
 

Room 13

A powerful stench is detectable right before reaching this chamber.  The reason for the stench is the piles of refuse that are the foul leavings of an oor-goliath that lives here.

The oor-goliath is a semi-intelligent reptilian abomination with the build of a large, carnivorous ape.  Its glowing eyes make it ironically difficult for it to surprise prey in the dark (only 1 in 6 chance.)  It despises natural creatures and devours them on sight.  Although bipedal, it runs on all four limbs when active and attacks with powerful, crocodilian jaws.  Its dense, scaled body can turn most weapons (half damage.)   The oor-goliath finds particular joy in tearing apart armored prey like shellfish.

Oor-goliath: AC 4 [15]; ATK 1 bite (2d4 + special); HD 2+1; MV 16; SAVE 16 (warrior); SPECIAL: dense body; AL N; XP 60

The piles of refuse include bones, torn clothes, and damage armor, as well as bodily waste.  Sifting through the muck yields coins worth a total of 120 gold (weight as much as 150 coins.)
 
A chamber beyond has a 10ft. by 10 ft. bronze cage in the center, which is actually a type of elevator.  Using the the oor-man Chief's holy symbol (see Room 11,) in a panel within the cage activates the elevator and makes it descend to Level 2.  A separate holy symbol can make the elevator go to and from Level 3.
 

Room 14

This large chamber is rough and unfinished, with a tall cavernous ceiling approximately 30 ft. above.  Beams of light shine through holes in the ceiling during daylight hours.  There are two 3-5 ft. wide ledges connected by a 5 ft.-wide, wood and rope bridge, and small, rocky ledges on the east and west sides 15-20 ft. above the bridge.   The eastern and western ledges above are connected by ropes.

Anyone crossing the bridge is ambushed by 13 kobb-men (see Room 6 note), who pelt victims with rocks from the ledges
(1d4 damage) or zip-line up and down the ropes above in leather sling chairs to drop larger rocks (1d6 damage) on any bridge crossers.  Only half are attacking at one time as the others assist the zip-liners by handing them rocks and pushing them to the other ledge.

Anyone falling from the bridge drops into a small underground lake/cistern on Level 2 below.

There are caves on each side that are little more than small warrens.  Beings larger than a dwarf or halfling must crawl to get inside.  The warrens are the kobb-men’s debris-filled sleeping areas.  The western warren has a burlap bag with 74 gold, 530 silver, and 6,800 copper coins inside, along with a variety of low value goods such as pottery, wood tools, and utensils.
 

 
 
 

 


 

 



Thursday, January 12, 2023

Dungeon23: Week 1

Welcome back to the Lair!  If you’re new here, be sure to check out my first post.  Before I get to the meat of this post, I have something I’d like to address.

 

Dark Clouds on the Horizon

Unless you’re living under a rock, you probably know that a new version of the OGL (v1.1) has been leaked.  It seems the new version of the license will negatively affect companies, content creators, and alas, both veteran and fledgling OSR bloggers (such as yours truly,) who depend on the OGL to produce content compatible with the World’s Greatest Roleplaying Game (and I’m probably understating it.)   What does that mean for this blog?  Honestly, I don’t know yet, but for now I will stay the course patiently on the Dungeon23 project until conditions on the ground change.

 

 Keep calm and carry a lightsaber

 

And now, back to the program.

 

The Temple of the Snake Cult

Long ago, a perverse Cult spread like a malignancy across the land.  It promised its adherents a way to carnal power and Paradise in the afterlife in exchange for allegiance to an inscrutable Snake God.  The cult spread slowly at first, gaining influence among the youth and aristocracy who forever seek rebellion and decadent diversion respectively.  Eventually, they raised their twisted, serpentine temples in all the major cities of Man, gaining riches and power enough to challenge kings.

 

One such king, a sellsword turned conqueror, sought to stand against them after they had seduced his children into thralldom.  Alas, he was unaware the Cult had infiltrated even his inner circle and barely escaped an attempt with his life.  Forced into hiding, the King formed a band of adventurers and brothers-in-arms from his mercenary days.  Together, they assaulted the Cult’s mother Temple, in a redoubt deep within the ghost-haunted hills.

 

In the dark of night, the King and his company infiltrated the Temple and fought their way through guards, acolytes, and unnameable horrors the Temple spawned.  They eventually reached the Inner Sanctum of the Cult where a furious battle against the High Priest and his Champions ensued.  That night, the steel and iron resolve proved mightier than demonic sorcery and fleshly influence alike as the Cult was brought low.  Its High Priest slaughtered before his demoralized fanatics.

 

Following their defeat, the Cult’s temples were looted and razed.  Their rhetoric was forbidden across the land on pain of death.  The Temple in the hills, however, was never looted, as the King cared not for the Cult’s cursed and snake-tainted riches.  Long after both King and Cult passed from memory and into legend, the intrepid and foolhardy have sought the Temple’s haunted treasures, but none have returned alive.

 

Dungeon Level 1 - Area A: Entrance Chambers

 

Note: shout out to the Bat in the Attic blog, whose invaluable Inkscape mapping tutorials made this map possible.  This map is created under the Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license.

 

Level Notes:

  • Squares on the map are 10 ft.
  • Unless otherwise noted, all doors are made of hard wood and stuck
  • Hallways and chambers are generally 15 feet tall
  • There is no illumination, although there are unlit torch sconces, braziers, and/or oil lamps about every 30 feet in hallways or rooms
  • Monster and creature names are in bold.  General OSR statistics are provided where necessary.  Otherwise, use equivalents from your favorite classic or OSR fantasy game.

 

Entrance:

The entrance to the Temple consists of a set of marble stairs that climb to the foot of a single, small mountain.  Separate stairs on either side lead to a balcony above.  Under the balcony ahead is a set of bronze-covered double doors stained with verdigris.  The left door is ajar and the right has been ripped from its hinges and rests on the floor.

 

The balcony above is littered with debris consisting of broken columns and the burnt remains of what was once and ornate wooden roof.  Under the debris to the left of the stairs is a secret trap door which if opened, rouses nine (9) stirges that fly out of the trap door like a swarm of bats.  They are hungry.

 

Room 1

The hallway leads to a double chamber with rounded alcoves (1a).  The alcove on the right has a statue of a jackal-headed man and the statue on the left is a large, sinuous snake with an open mouth.  In the mouth of the snake statue is a handle that opens the secret door to the left of the entrance passageway.    If the stirges in the Entrance area haven’t been encountered, they are roosting in this hallway.

 

The room has four exits plus a doorway ahead that leads to a vaulted chamber (1b) decorated with faded frescoes on the walls depicting serpentine arabesques.   The two doors ahead are decorated with a sun (left) and one with a moon (right).  Between the doors is a fresco depicting an eye surrounded by snakes (the Cult’s symbol).  When someone steps 10 feet into the room, the fresco Eye glows an eerie blue. A deep voice enunciates the following: “INFIDEL DEFILERS BEWARE!  THOSE WHO SEEK TO VIOLATE THIS TEMPLE WILL DROWN IN LAKES OF BLOOD!” the Eye then stops glowing, leaving the room silent.  The message resets after one hour and is reactivated in the same manner.

 

There is a humanoid skeleton on the floor in front of the Moon door to the right.  The skeleton is devoid of valuables other than five rusted darts embedded its tattered clothes and rib cage.  The opposite wall has five holes in the wall disguised as the eyes of various snakes.  The dart trap used to activate when someone opens the Moon door, but is now inactive.  The Sun door is not trapped.

 

Room 2

This room is has the rotted remains of wooden cots cabinets and bench tables.  The table has earthenware plates, bowls and old, wooden eating utensils.  One intact cabinet has a false back which conceals a secret door.  However, the cabinet is a nest for a vampiric snake, a long, pale, and segmented creature with a bulbous head that is in truth neither snake nor worm, but an aberrant creature.  If roused, its head expands into a winged hood, revealing a slit-like mouth covered in small teeth.  A successful strike causes it to latch on to the victim and drain blood for 1d4 damage every round.  Three (3) more vampiric snakes crawl out from nearby cots as they are alerted to a potential meal.

  

Snake, vampiric: AC 7 (14), ATK 1 bite, DMG 1d3 + drain blood (1d4/round), HD 1 (+1), MV 40 ft., SV 17 (warrior), AL Neutral, 15 XP

 

 Room 3

This hexagonal chamber has multiple small and large barrels lined up on the walls.  The ones to the north wall have staples like rice, flour (now spoiled) as well as preserved vegetables (still surprisingly edible.)  The large barrels on the south wall however are very tightly sealed, requiring force or tools to open.  The inside is filled with slabs and cuts of what appear to be preserved meat in brine.  A closer examination, such as dumping the barrels’ contents on the floor, reveals them to be human body parts.

 

Room 4

This chamber has a small altar on the south side in front of an enclosed area with a tightly-latticed iron fence.  The fence’s gate is unlocked and ajar.  The wall beyond has a pair of manacles and is painted with serpentine designs as well as three Cult symbols.

 

The small altar has two carved snakes facing each other.  The left one is a lever that causes three (3) cobras to slither out of holes on the wall within the painted Cult symbols.  There is also a secret panel in the altar that houses the cobras when the lever is not in use.  Inside are also various small, snake-themed religious items made of silver, worth 40 gold coins in total.

 

Room 5

The door to this room seems to have been taken from its hinges.  In the center of the room is a statue of sorts made from random wooden parts (including the smashed door and furniture from this room.)  It is roughly in the shape of a winged woman with bird-like legs (a harpy) covered in dried blood and wearing a necklace made of rotted fingers and ears.  At its base is a ceramic bowl with dried blood, unidentifiable flesh matter, dried flowers, and herbs with two unlit but half melted candles by its sides.  In its eye sockets are a pair of real (albeit rotted) humanoid eyes.  Anyone paying attention notices the grotesque eyes move slowly to follow any living creature’s movement in the room.  (Note: I have yet to determine who, if anyone is watching through those eyes.)

 

Rusted torch sconces on the northeastern and northwestern walls open secret doors on the east and west sides respectively.

 

Room 6

This room is a garden open to the outside, with a fountain in the center and galleries 10 feet above.  The garden is overgrown with lotus blooms of various colors.  Three (3) gobb-men – pale, squat, and misshapen humanoids with asymmetrical features, are looking for and consuming lotus blooms.  Two remain alert, but the third is in a drugged stupor.  Four (4) additional gobb-men skulk in the gallery above.  All the gobb-men are armed with spears.

 

Note: as you can probably guess, the gobb-men are goblins reskinned for a more swords & sorcery flavor.  They are the remnants of the Cult’s sorcerous breeding programs .  I’m similarly reskinning other common fantasy humanoids as follows:

  • Hobb-men (hobgoblins) – human-sized versions of the gobb-men and their natural Alpha leaders
  • Oor-men (orcs) – The most human-like of the lot, albeit with brutish features and green-tinged skin that becomes more pronounced in scaly patches.  They believe themselves to be the true heirs of the Cult and are waging a genocidal war against the heretical hobb and gobb men for control of this level of the Temple.
  • Kobb-men (kobolds) – Smaller versions of the oor-men (not that the oor-men will ever admit it.)  All the other humanoids hate them and they have learned to be conspicuous, cunning, and cruel as a result to survive.
  • Baern-men (bugbears) – Large, fur-covered, and primitive versions of the hobb-men, who mostly keep to themselves in the caves below.  They wear leather masks made of stretched, human and demihuman face skin.  They will eat or ally with other humanoids on a whim.

 

If combat ensues, there is a 1 in 6 chance hitting a lotus bloom on a missed attack and spreading a puff of pollen.  Roll 1d6 for type and effect below.  Breathing the pollen requires a save against poison to avoid the effects.  The effects last 1d10 rounds.  The gobb-men are immune to the pollen.

 

  1. Shade lotus: victim falls unconscious as per a sleeping spell.
  2. Dun lotus: Induces a berserk state, granting +2 to attack, but will attack anyone within 5’ ft., including allies.
  3. Fuschia lotus: Induces a state of sensory ecstasy that makes the victim want to touch and be touched in turn by others.  Treat as being under the effects of a charming spell in regards to the gobb-men and other characters.
  4. Violet lotus: the victim becomes paralyzed (treat as similar spell)
  5. Crimson lotus: induces a euphoric state that seemingly slows time, granting one additional attack per round with a +1 modifier and AC that is one point better
  6. Ochre lotus: mages and non-clerical spellcasters can recast one used spell or otherwise gain one additional use of a spell.  Other characters enter a hallucinatory state (treat as a spell of confusion with a random action every round.)

 

The fountain's brackish water is full of various coins worth 20 gold coins in total (they weigh as much as 50 coins.)  A repaired area of the garden’s wooden floor to the northwest of the fountain has a small sack inside with coins and small temple trinkets worth 100 gold coins total.

 

The lotus blooms are also valuable.  Anyone searching has a 1 in 6 chance of finding one viable, intact sample (rolled randomly as above.)  Handling a lotus bloom requires a save against poison to avoid its effects (a failed save ruins the sample.)  A viable sample is worth 20 gold coins to an alchemist.

 

The western exit can only be reached from the gallery above.

 

Room 7

The ground in the northern center of the room has been dug up and glyph-carved standing stones with lengths of chain have been placed on the bare ground opposite of each other.  There are claw marks on the wall and on the edges of the makeshift pit.  The ground is muddy and contains pottery shards with unidentifiable, dried spices, nonhuman teeth, and dung next to a broken dagger.

 

In the center of the room is a pedestal in the shape of a serpent, with its open mouth facing up.  Inside the mouth is a hexagonal slot.   The slot’s crystal “key” is buried in the mud (and dung.)  When the crystal is placed in the slot and turned to the right, the northeast wall revolves to the right reveals a doorway but blocking the hallway to Room 2.  If turned left, it revolves the opposite way and opens the east wall but closes the north one.  It can be returned to a neutral position, closing both doorways.

 

A wooden armoire on the south wall is empty, but has a secret panel door leads to a kind of storeroom (7b.)  It is mostly empty save for an old pair of leather boots, a full-length mirror, and a bottle of scented oil.  The boots are near useless, but the mirror and oil are serviceable, and may be valuable at the GM’s discretion.

 

Thanks for reading!  If you like this stuff so far, be sure to share and follow for the next part of the Temple of The Snake Cult.

Friday, January 6, 2023

This Post is Over a Decade Late (or just in time for Dungeon23)

Welcome to my blog!  I’ve wanted to write this for a long time as I was bitten and infected (natch) by the bug of the Old School Renaissance (OSR,) but always found an excuse to avoid it.  Fast forward over a decade and a new year and I find myself with both the time and a neat project, the Dungeon23 challenge, to spur regular writing.  Furthermore, the hobbysphere finds itself in a similar situation to a decade ago, with a void between popular and (possibly) unpopular editions of Dungeons & Dragons (D&D) where people may be hungry for content outside of the mainstream game, so perhaps this is just the right time for this blog.

 

My original idea for a first post was going to be a biographic manifesto of my gaming history and Old School chops (or lack thereof,) but I’d rather leave that screed for a future time.  You’re likely here for something of substance, so let’s just roll right on with this year’s project de jour: Dungeon23.  But first, some preliminaries:

 

What is this blog about?

Like other OSR blogs, my writings will be focused on older editions of D&D, their retroclones and inspired games, as well as Old School structures of play, so even if you play the current edition of the game, but you appreciate Old School style play, you may still find something of value in this blog. 

 

How often will you post?

The idea is to get one good post per week.  For this year, it will be compilations of the week’s Dungeon23 work.  Depending on my appetite for further writing, expect posts on new, gameable material, as well tips and (opinionated) insights I’ve learned from 32 years of RPG gaming and a decade of exposure to the OSR hobbysphere.  Lastly, some obligatory nostalgic posts from the perspective of a late Gen X, 80s kid who got into RPGs in the early 90s – too late to be truly Old School, but too early to be New School.  This may include occasional posts about other popular RPGs of the late 80s and 90s.

 

Now, without further ado...

 

Dungeon23

For those that don’t know (and really, how did you find this blog, then?) Dungeon23 is a writing challenge where you write one room of a dungeon every day, creating one level of the dungeon every month.  At the end, you should have a 12-level megadungeon with 365 rooms total.  Other OSR bloggers and vloggers have expanded  the concept to creating one bit of RPG material every day such as a detailed hexes in a mapped sandbox, encounters, new monsters, NPCs, magical items, etc.  Some are melding the Dungeon23 project with the Gygax75 challenge, which is another worthy project.

 

For my Dungeon23, I would like to write a campaign following the assumed timeline in the Moldvay/Cook (and later Mentzer) Basic/Expert (BX/BECMI) versions of D&D.  I will begin with the first three levels of a dungeon, followed by a detailed home base with keyed locations, and finally a wilderness sandbox for 4th-level and higher player characters to adventure in and potentially build future strongholds.  A rough outline of the project’s timeline is as follows: 

 

January: Dungeon Level 1

February: Dungeon Level 2

March: Dungeon Level 3

April: The Home Base 

May: The Wilderness around the Home Base with hexes of interest 

June-December: Additional Dungeon levels and/or detailed locations in the Wilderness

 

I feel this is a pretty good timeline to stick to.  So what is the theme of my dungeon?  Well, being a child of the 80s, my impressionable little brain was filled with tons of fantasy and sci-fi media.  Some of my favorite films were those of the swords and sorcery variety.

 

Pictured: the Holy Trinity of 80s Swords & Sorcery cinema

 

1982’s Conan the Barbarian has a location that is perfect for a campaign’s tent-pole dungeon: Thulsa Doom’s Mountain of Power

 

 

 

Ol Weregrog says: if your classic megadungeon isn’t set under castle (with a color and a noun in the name, of course) then put it in a mountain! 

  

11 out of 18 dwarves recommend mountain dungeons

 

This place has it all: an iconic location, a grand entrance-way, and multiple points of entry in the form of a secret stair to the balcony, a fountain garden exposed to the outside (with a sub-level above,) and a gorge full of caves leading to the inside of the complex.  I plan to shamelessly rip off this location and file down the serial numbers just enough where one may not be absolutely sure that this is *The* Mountain of Power, but you know what’s going on (*wink*.)  I'm looking for gameability rather than originality here.

 

And that's the plan.  Thanks for reading and stay tuned for the first section of Dungeon Level 1 in the Temple of the Snake Cult!

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