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Dungeons as a Location-Based Adventure Trope

This article is now a decade old. I never put it all in one place before, and it likely needs some updating with a decade of new thought. But for the moment, this is its current state, all in one place.

Dungeons as a Location-Based Adventure Trope

I am oft assaulted with cries about the unrealism of RPG “dungeons” when conversing with less chthonic game fans. Even ignoring the cognitive dissonance of claiming fireballs are fine but geographically isolated regions of high-danger that include mushrooms that can sustain an ecosystem are not, I think dungeons have gotten a bad rap because so many are run as nothing more than endless mazes of unconnected threats. There can be more to dungeons, and they can make for great gaming, full of as much (or as little) complex roleplaying, puzzle-solving, and exploration as a group wants, in addition to an opportunity to kill an orc and take his pie… assuming you have a justification for doing so you are happy with.

I prefer short, focused delves downward and thematically linked quarantine sites that happen to be isolated (though not necessarily underground) to monolithic puzzles of mega-corridors, but I think limited-access, PC-channeling adventure sites have a lot going for them and can be part of strong, logical narratives. While they are not “dungeons” in the penal sense, I believe lots of good stories use sites any good Dungeon Master can recognize as a place for wandering monsters, 10-foot poles, and trap checks. Often called “location-based adventures” by industry writers (because the action starts not as a result of machinations behind the scenes or carefully timed events the PCs need to be present at a specific time and place to witness, but as a result of the PCs just showing up at the dangerous location), “dungeon-style” storylines are actually quite common in adventure prose and movies.

So this is a talk about places that serve as dungeons in movies and books, and how similar settings may be useful for fantasy RPG GMs. Since moving pictures are worth 1,000 blog posts to support the case for these dungeons I reference a lot of movies.

The Usefulness of Dungeons

A big part of the usefulness of “dungeons” as adventuring sites is their natural pressures and restrictions on the actions of the players. There are a few tendencies common to modern people than many gamers fall back on, which make perfect sense in the real world, but aren’t much fun from the point of view of adventure RPG sessions. The biggest two adventure-killing “reasonable” tactics I’ve encountered over 40 years of gaming are calling for help, and falling back.

As a modern society, we are trained to call for help. Our phone systems have special numbers that let us call for help quickly, alarms on homes and cars and even smart phones are designed to make calling for help more effective. Even the foam-weapon LARP groups I’ve been involved with insist players carry a whistle with them so if they fall and hurt themselves, they can easily call for help. But calling for help isn’t nearly as much fun for players in an RPG, even when it might make sense. If the PCs are young heroes working for the powerful wizard El Magister, or the politically savvy dragon Doneitagain, or whoever, it may well make sense from the character’s point of view to call for help when they get in over their heads. After all, if their patron is a powerful being and it’s sent them on an important mission, surely it’s better to call for back-up than fail, right?

Falling back is a similar issue, and it leads into the resource-management issue often known as the “15 Minute Adventuring Day.” A lot of RPGs balance powerful abilities by limiting how often they can be used. Different players may well have a different mix of moderate powers they can use a lot vs powerful abilities they can use more rarely. As a result, players often want to use their very best abilities in the first few encounters they run into each day, then stop and wait for their best powers to regenerate. While that’s good tactics from the characters’ point of view, and there are plot-based ways to avoid players doing it all the time (like having a mission be set against a ticking clock), allowing players to use it as their default tactic can skew balance between characters, and make it difficult for a GM to run anything but maximum-risk encounters without the players treating everything as a cake-walk.

Dungeons can help with both of these behaviors. By putting PCs somewhere inherently dangerous and far away from “safe” civilization, the GM encourages players to deal with problems themselves (since help is too far away to reasonably call for), and can push players to pace resources (since even if they stop after a few encounters, there’s no guarantee their resting place will be safe if they can’t get out of the dungeon easily), and may even be able to reward them for pushing on (if genuinely safe locations to rest exist – but are spaced several encounters apart). Dungeons don’t make the “modern” behaviors impossible, but they do change the strategic dynamic to make them less common, and do so in a way most players find intuitively understandable.

So, let’s look at some types of “dungeons.”

Cities and Prisons As Dungeons
A dungeon is someplace just beyond, or maybe under, the city, right? Well, not necessarily. If we look at our game-design definition, we find that some cities of fiction qualify as dungeons in themselves, regardless of what lies beyond them.

My favorite example of this is the City of Lost Children (from the movie, The City of Lost Children). Not only is this a great-looking locale oozing with color that, if well described, could keep players enraptured regardless of the plot, it’s a wonderful set-up. The City is an actual prison, a place where the inhabitants cannot escape. Ruled by a mad scientist and patrolled by his golems, the City has traps, oddities, and a “thieves guild” run by an octopus. And a man-mountain of a hero must find his way through all of it on a rescue mission, which isn’t the most typical RPG dungeon plot, and even if it was done this way it would feel fresh again.

New York City from Escape From New York is another good example of the urban-prison-as-a-dungeon, and perhaps unsurprisingly it also focuses on a rescue mission. The interesting thing here is that it basically shows what happens if the Thieves Guild is the also the local government, and there’s very little in this movie that couldn’t easily be transferred to a fantasy RPG. The movie has an alchemist, a warlord, and a treasure map (though the treasure here is freedom rather than gold). It would take very little effort to blend these concepts with more fantasy-oriented ones to create an island or peninsula penitentiary, possibly borrowing elements from the pirate city in Pirates of the Carribean: At World’s End. A prince’s yacht crashes on the island and he’s grabbed by the inmates, just days before he’s needed for a treaty-by-marriage…

The 2008 movie Doomsday (the one with Rhona Mitra) is a similar set-up, although in this case it treats an entire countryside as the dungeon, and rather than rescue an individual person it’s a more traditional grab-the-MacGuffin mission. The plot itself could replace the object to be grabbed with anything (lost holy symbol, legendary book, a rare herb needed for a cure that only grows in the cursed land of the mad men), and it’d be easy to replace the Mad Max savages with zombies, or insane cultists (to borrow a bit of In The Mouth of Madness to add to the mix).

Though more noir than fantasy, 1998’s Dark City is absolutely another great example of a city-as-dungeon, with the added twist that characters aren’t initially aware they are in a dungeon. That same idea is shown in a very different light in the original Star Trek episode “For the World is Hollow and I Have Touched the Sky.” Arguably, even the apparent fake world of The Matrix is little more than a digital dungeon, which is interesting given how the whole rest of the “real” world in those movies come closer to a traditional underground dungeon, albeit ones so big you can fly airships through them.

There are more examples, but those are enough to make the point. So, what are the advantages of the city-as-a-dungeon setting for a GM?

First, if a game group includes an urban-focused character, this kind of setting allows his skills to shine without requiring everyone else to act like they’re in a city. Some game groups just don’t take well to “civilization,” with characters getting into fights with the guards and wanting to clear out an inn like they would a stirge nest. Other groups perfectly well can run their characters appropriately… but may not want to. Sometimes the whole point of playing a barbarian is to be able to rage and kill something, and “dungeon cities” allow characters to worry less about the repercussions of being anti-social.

Additionally, dungeon cities are a good change of scenery for GMs who want to adapt a traditional dungeon adventure and disguise its origins. Many traditional “dungeons” are more like cities anyway (with different monsters taking up residence in different sections, and often whole tribes living within them), and the ecological questions that bother many people when a group of 200 kobolds lives in a barren cavern just don’t apply when the “dungeon” is turned into an entire valley that was quarantined years ago by blocking the one pass out. Some published adventures actually make more sense in an Escape From New York scenario than in the Mines of Moria. Remapping 10×10 rooms to 10×10 shacks isn’t difficult, and the open nature of a city can give the PCs more room to explore (and explain why the kobold guards in encounter 12 don’t hear the PCs kill the ones in Encounter 11, if you have the encounters now be in different sections of a largely abandoned township instead of 30 feet down a corridor).

It can also be a potential answer to the question of why going into someone else’s home and killing them to take their stuff is “adventuring” rather than “murderous colonization.” If the penal-city-as-dungeon is a prison for offenders so violent they cannot be kept anyplace else, the GM can reasonably have them attack PCs on sight (and any prisoners who don’t do so immediately suggest maybe they should be talked to). If the PCs are sent in to save someone who has been captured and is being threatened (again, Escape from new York), they have a better justification than greed for undertaking their adventure.

Of course, this can also skew rapidly into touching on real-world prison injustices, which isn’t any better. It’s always worth asking yourself if, seen objectively by an outsider, the actions of the PCs are heroic, or monstrously criminal. I’m not telling you how to run you games, but it’s good to be aware what your themes are really saying before you put a lot of work into fleshing them out.

If the dungeon city isn’t destroyed by the adventurers, a prison colony is obviously re-stocked as its parent empire convicts more criminals. If the GM wants to re-use his maps and do a “Return To” kind of adventure, all is needed is enough time to pass for a new wave of convicts to be thrown over the wall/across the river/down the road into the prison/quarantine/exiled land.

Dungeon cities also give some interesting options for development later. If a villain met within the city later escapes, he might come hunting for the PCs. Or a GM could borrow a page from Dune’s Sardaukar (troops who are renowned for being the toughest in the universe because they come from a prison planet) and either put the PCs up against an army drawn from a dungeon city they once explored, or face the PCs with a threat so severe only an army of the dungeon city’s prisoners can oppose it.

In short while the advantages of a simple location-based adventure remain intact, a dungeon city changes the setting, and allows for development options lacking in more subterranean options.

Sudden Dungeons

One interesting variant of the dungeon adventures travel into intentionally, is the dungeon that grows up around them without warning, so entry into the dungeon adventure is sudden rather than pre-planned by the PCs. In some cases, the GM can get characters to happily put themselves someplace isolated, and then have it turn into a deathtrap after their arrival. This trick needs to be used sparingly (because otherwise PCs refuse to go anywhere, or at least treat every trip as a possible fight to the death and slow down play with endless, needless precautions), but as a change of pace this can be a good surprise.

A good example of this kind of “sudden dungeon” is the airplane from Snakes on a Plane. Actually most movies that take place on an airplane treat it as a dungeon, but this is the one with the most obvious examples of wandering monsters, coupled with a surprising number of traps and environmental hazards. (Flight of the Living Dead is another good example… if you happen to be a fan of very cheesy zombie movies). The most interesting part of this from an adventure-design point of view is that in neither case did the protagonists expect to be entering a dungeon – the nature of their situation evolved – but was aware that a threat existed (a transported prisoner needed to be guarded). This helps players not feel blindsided – they should have prepared for a fight or trap in any case – but changes the kind of threat they face.

Similar events make the ships in Titanic and Deep Rising sudden dungeons… though I prefer the monsters in Deep Rising (and it’s another example of character who knew some sort of danger was to be involved, just not that they were about to be in a constant running fight in a sinking ship with bloodthirsty mercenaries). These movies also all have the theme of turning a convenience (mass transit) into a drawback (things go wrong too far from civilization to get help). They obviously work best as very short-term adventures, but dungeons that are short as five rooms can be compelling single nights of fun.

A different take on the sudden dungeon is the movie (and the video games) Silent Hill. Here a trip to an area believed to be at most moderately dangerous (an abandoned town) becomes a sudden dungeon when it is revealed there is a hellish, nightmare-world version of the same place and characters can be stuck there. Again, a trick like this can’t be pulled too often, but it’s easy to see how characters in an archeological dig, or exploring a ghost town, or trekking through a well-traveled and safe forest could accidentally release something that changed the environment for the suddenly, dungeonastically worse. If a GM does want to use this trick more than once, it can be tied to an ongoing villain (what is Freddy Krugar from the Nightmare on Elm Street movies but a ghost who can turn your dreams into dungeon nightmares?) If combined with the dungeon city from yesterday, you get The Mist, or The Fog, or even Dawn of the Dead.

And of course anyplace you can be stranded can count as a sudden dungeon. While characters knew they were going someplace dangerous in Kong: Skull Island, they didn’t know they were going to be trapped there with dangerous the like of which they had never encountered before. How weird a place you are stranded is can have a huge impact on the tone of the adventure, of course. There’s not initially a lot of difference between the set up of “Gilligan’s Island” and “LOST,” but both how characters deal with weird situations, and what is treated as “normal” end up having huge implications for the feel of each setting.

A place that you go to willingly, but then get stuck in because it is not as you expected, can also make for a great sudden dungeon. Haunted houses are good examples of this. The characters in 13 Ghosts and House on Haunted Hill expected they could leave at their leisure, and were surprised when the houses turned into location based adventures. Of course, most RPG players are canny enough to see the signs of a haunting when they hear the set-up. Even so, there’s nothing wrong with letting player prepare a bit for sudden dungeons, and letting them see one or two coming may well just set the stage for surprising them alter. And not all hauntings take place in houses. PCs going to a friendly temple might discover it had been taken over by an evil cult, who unleashed demons and hellscapes just as the players arrived (perhaps doing so intentionally to trap the heroes). Or an invitation to a party at a local inn to celebrate its 100th anniversary might go south when it turns out it was built on the unmarked grave of a mass-murderer, and his spirit is accidentally also invited to the party. Even tropes players have seen a hundred times can be a surprise if the GM changes a few details.

And once the PCs are in a sudden dungeon, it doesn’t matter if they recognize it. It’s too late.

Dungeons Without Walls

In many cases, it’s possible to set up an adventure with all the good elements we’ve discussed from various dungeons, but do it without having any specific structure or location serve to cause those constraints. While in many ways this looks like the dungeon city or sudden dungeon, it’s different in a few core ways. For example, normally the dungeon without walls is an event (possibly a curse), and the reason player’s can’t “escape” it is more metaphysical than geographical. Similarly they can’t usefully call for help or fall back and wait to power-up because the nature of the encounters they are facing prevents aid or safety from beign effective, rather than because it can’t be attempted.

The best cinematic example I know of for the dungeon without walls is the Game from the original Jumanji movie. It’s all random encounters, and it requires an artifact of major mojo to pull off, but it forces the heroes to go from event to event, and gets to ignore pesky details like the food chain or why encounter 5 doesn’t eat encounter 9 before the protagonists show up. And the end goal is always clearly visible, though you can’t be sure how long it’ll take to get there. If the Game is considered an artifact (anything from a holy relic from a god of adventure or gambling to an actual physical representation of the epic journey, compressed into a specific recreated experience) the issue for the PCs isn’t that they can’t hire a sage or ask a patron for help, but that those allies just aren’t able to suggest anything helpful other than to finish the experience. It’s the trope of “the best way out is through,” which is common in adventure fiction if not normally this blatant.

As an aside, the follow-up movie Zathura, and the two 2000s-era Jumanji movies, are less dungeons without walls, and more sudden dungeons. The distinction here is that in the original Jumanji, the characters have access to their town, friends, shops, and so on. In Zathura, Jumanji: Welcome to the Jungle, and Jumanji: The Next Level, the characters are wished away and cut off from their normal support options.

Some curse/haunting movies can also be treated as dungeons without walls. The thing to look for is an event that gives the character an opportunity to fight back (so something like Thinner doesn’t really qualify, since the main character was doomed from the get-go, or if salvation was possible it would require an act of penance, rather than an ass-kicking), but no external force can usefully help and there’s no good way to hide from the event. The Final Destination series are fairly good examples of this, as is It Follows. The characters affected have action-based encounters coming at them, but may be able to survive if they make the right deeds. (As with a lot of plots from horror stories, the GM should make sure the threats are actually fair but the core concept is easily reused).

Even more than the sudden dungeon, the inevitable and unstoppable nature of the dungeon without walls should be used sparingly. Indeed, it may work best if characters are given some idea what they are facing and allowed to choose such a fate rather than have it thrust upon them. Perhaps a goddess of fate grants rewards to those who accept the challenge of an interesting life during her holy month, or a town’s curse can only be lifted if a band of heroes face a gauntlet of threats dreamed up by the ghosts who died in a flood early in the town’s history. Once the heroes have decided to have a rough month, they’ll be less annoyed at the GM if they can’t get out of it the easy way.

Traditional Dungeons

So, what about traditional dungeons? Are there no good or interesting examples of subterranean complexes with dangerous dwellers and valuable goods? Of course there are… and their place (and function) within their respective stories can be a good guide on how to add dungeons to a campaign without shoehorning them or making them the sole focus of a fantasy setting.

So without further ado, let’s look at some movie dungeons!

The Lair of Vermithrax Pejorative (Dragonslayer)
The fiery lair of the dragon in Dragonslayer has elements to be seen in many RPG dungeons that came after – alters for live sacrifice, hordes of smaller threats, strange terrain (the burning water), caverns with tactically interesting ledges and, of course, a dragon. Given this movie came out in 1981 it clearly is not the origin of the Dungeons and Dragons  RPG (despite having both), but it’s fair to say it was an influence for years. Of course those elements are far from the only things fantasy RPGs borrow from this movie (though interestingly it’s the spear and shield seen most often, not the d8 of magic power or ash of archmage summoning – so style over substance began early).

This cavern lair sets the stage for the End Boss Fight, which is a pretty typical use for a dragon’s lair in dungeon construction. However in many dungeon rpg adventures, the dragon’s lair is just the last in a series of caves full of monsters, and that can take away from the impact of creeping into a monster’s lair. Because the rest of the adventure takes place out in the open, the scenes where our heroes sneak into Vermithrax Pejorative’s home clearly mark a raising of the stakes, and the approach of a major confrontation. If a GM’s players seem to be getting bored with dungeon stomping, it may be time to take a page from this movie and adventure outside for a while, returning to cavern settings just for the final conflict.

The Labyrinth (Labyrinth)
Okay, it’s a well-known truism in fantasy rpg adventure design that mazes make for bad adventure settings. This is only true if the PCs are asked to map every T-intersection, 45-degree angel and grant colonnade. If instead the maze is a setting, a vast country filled with its own people, threats and odd encounters and the GM gets the players from scene to scene with no need for hours of dull mapping, Labyrinth shows how to keep the maze as interesting as it was when Theseus was first asked to be delivery food.

Interestingly in this case the labyrinth is not the heroine’s destination, or the setting for the final conflict. She’s trying to get through the maze to the castle on the far side. I rarely see the dungeon-as-an-obstacle-to-be-crossed in adventure design, but it’s one of its most obvious uses. Instead of being something to be searched, room by room, and cleared, the dungeon becomes no different from any other difficult terrain, and the goal is to cross it as quickly (and as little resistence) as possible.

Chinatown Beneath (Big Trouble in Little China)
From a secret door in a wizard’s domicile to random monster encounters (“It will come out no more!”) to mysterious substances (Black Blood of the Earth), trapped elevators, sewer connections, a hidden underground temple, mounds of dead fish, and a floating eye-monster spy, this dungeon setting has it all. It’s also one of the few examples where the heroes are in-and-out of the same subterranean complex more than once, which lends itself well to the way most PCs tackle big warrens of evil.

This is another example of the dungeon-as-an-obstacle-to-be-crossed, but in this case it’s explicitly a back-door. Making a dungeon optional is a great way to provide players the chance to choose it if they’re in the mood, and avoid it if they’re not. And if the up-side of the dungeon route is that it’s so dangerous no one in their right mind would take it (thus ensuring the villains won’t see the heroes coming), the GM has carte blanc to make the challenges within much more dangerous than if the PCs felt they had no other adventure options open to them.

Caverns of the Wendol (The 13th Warrior)
Announced with a boldly asked question – “Is there a cave?!” – the caverns of the Wendol savages from The 13th Warrior begin a running battle that uses more stealth than many cinematic dungeon-stomps. From sneaking past (and/or assassinating) guards to the boss-monster fight with the Mother of the Wendol to the “secret escape” through underwater passages, this is a tightly focused, high-speed dungeon that isn’t emulated enough in many RPG campaigns. It’s similar to the Final Boss Fight, except it specifically isn’t final. In this case the characters are intentionally making a raid, trying to kill one or two specific foes in a complex they know has too many foes to clear out entirely.

The Tombs (Mummy movie series)
Raiding a tomb with traps, undead, and opposing forces of adventurers may seem a pretty RPG-specific idea for a story, but it’s pretty close to the broad plot of all the movies in the modern Mummy movie series, especially the 1999 movie and the most recent The Mummy: Tomb of the Dragon Emperor. The important thing to take away is that while the action often begins and ends within the dungeons of these movies, it runs through a lot of other settings as well. If a GM ever needs inspiration on how to bring more city-based and travel encounters to a dungeonocentric plot, these movies can provide some great idea-fodder.

The Mountain of Power (Conan the Barbarian, 1982)
Similarly, the Mountain of Power, stronghold of Thulsa Doom, is another great example of a dungeon raid. Given how popular D&D was with young teen boys in 1982, the orgy scene in this movie may have been a hit with that segment of the RPG crowd more for bare breasts than the thematic conflict of free-spirited freebooter mercenaries against a totalitarian cult regime of nihilistic excess. But it’s still great music, a great fight, and a great dungeon. Unlike the dungeon raid in The 13th Warrior the goal is an extraction (of a hostage that turns out to be hostile), but the objective remains to get it, get one thing done, and get out quickly.

Moria (LotR: Fellowship of the Rings)
I often think of this as THE dungeon, because I suspect it’s literary counterpart is the origin of dungeons in RPGs. In addition to good backstory, a strong story reason for entering, a mystically locked door, hoards of goblins and a mysterious follower, Minas Tirath gives us the Balrog, one of the all-time great Boss Monsters. This entry is also a stand-in for all the subterranean adventure sites in the Lord of the Rings movies, from the caves of Helm’s Deep to Shelob’s lair.

Lord of the Rings is filled with dungeons, and each serves a specific plot need on top of being a great adventure setting. While Moria itself is a dungeon-as-an-obstacle-to-be-crossed, and Shelob’s lair is the backdoor version of the same idea, their main value to GMs are as examples of how to work dungeons into a bigger plot. Instead of having all of the major encounters of the adventure take place in dungeons, Lord of the Rings uses them as interesting set-pieces. This kind of focused dungeon expedition is often actually more exciting than clearing out rook after room of monsters and traps. In many ways rather than stacking different lairs of dungeon atop one another, this set-up scatters those lairs into different locations. One big advantage of this is that a GM can foreshadow how dangerous the latter dungeon levels are, watching players declare :One does not simply walk into Mordor,” well aware that by the time the campaign comes to a close, they’ll have done exactly that.

Other Dungeons

While they can be placed into the categories above, I think there are a few additional cinematic examples of dungeons that are worth discussing briefly.

LV-426, from Aliens. Yes, it’s a science fiction setting, but the overrun colonial habitats (and alien hive) certainly qualify as a dungeon by RPG standards. The heroes must search it, avoid being ambushed, rescue prisoners, fight monsters, and find the end Boss Monster. And it’s not hard to envision fiendish ants or otherworldly horrors replacing xenomorphs, or knights and wizards standing in for marines and pulse guns.

Every other movie in this series includes at least one locale that counts too, but I think Aliens has the most adventurous take on the theme

The apartment building from the Rec and Quarantine lines of movies. If I’ll allow sci-fi, there’s no reason I wouldn’t look to horror for good dungeons, and this one (in either the American remake or the original movie) is great. One of the nice touches is that when the characters enter it, they have no idea it’s going to become a sealed-off, tightly-cramped series of rooms with monsters in them. And the story sets up a three-tiered threat: zombies, whatever is turning people into zombies, and the local authorities that won’t let the protagonists out – a great way to keep a dungeon from feeling like reheated subterranean leftovers.

Okay, that’s the end of my quick run-down of dungeons from the movies, and while I skipped the Circus from Tinker, Tailor, Solider, Spy as the modern dungeon and Hogwarts as the friendly dungeon, I’ve still hit most of my favorites

What noteworthy dungeons from cinema and pop culture do you think I’ve missed?

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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 8, part 1)

I got a bit behind on posting these due to the holidays, but here’s the after-action report for Session Seven of the Really Wild West: Doomstone campaign. The Knight Rangers have headed out in their converted Martian Excavating Machine, now known as The Armadillo, to the Montana city of Hellgate as part of their quest to find and defeat Professor Barkane Adrameliche, who has become the darkling Lord, the Venom King.

Along the way, they topped in on the family of the ogre ranch-hand and ally Bo Hoss, and discovered the Hoss clan was being forced to labor for a group of Vrock cultists.

This entry is adapted from the notes of my friend Carl, a player in the game, and told from his point of view. My wife, Lj, was unable to play this session. As a result her character, the fenrin operative bounty hunter, was caught up by a twister while flying ahead to scout using DaVinci Wings. Sawyer managed to assure the other Knight Rangers that she’s catch up with them after she landed (and since Lj wanted us to go ahead and play without her, we hand-waved any concern the characters might normally have had over losing a member for a few days).

You can find Session One here: Part OnePart Two.
Session Two here: Part OnePart Two.
Session Three here.
Session Four here.
Session Five here: Part OnePart Two.
Session Six here.
Session Seven here: Part One, Part Two, Part Three.

If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.

May 7, 1891

Travel past Idaho Falls, turning west.

May 8, 1891

The Knight Rangers pass many signs, pointing back to Idaho Falls, which appears to have been called Eagle Rock until recently. Numerous families in wagons are headed East toward Idaho Falls, evacuating the area further west.

Reach Root Hog, Idaho (will someday become Arco). It shows signs of extensive  new construction, Edison and Tesla-based engineering, and numerous Martian tech survey teams

The nearby “Craters of the Moon” was a major Martian landing location, and kind of an initial base for them. When Martians were getting sick at the end of the War of the Worlds, this was a place they fell back too. The town is “Martian wreckage boom town.”

Recently the Army Corps of Engineers has opened up Craters of the Moon battle site to public exploration. The Corp found a lot of stuff, but the mass of public can find more, and even a simple Martian “screw” is worth 2 credits.

As the Knight rangers arrive in the Armadillo, a bunch of people with newstypes (Newspapers printed locally having been received over the Babbage-Bel Grid) approach us and ask us for signatures.

(The Armadillo, the Knight Rangers’ mobile base of operation they converted from a Martian Embanking Machine. Art by Jacob Blackmon)

Headline in the “Lake Hudson Dispatch” reads:  Knight Rangers Threaten Town of Texburg. The coverage is all negative and wrong, along with a negative artists rendition

Headline in the “Gotham Times” reads: The Really Wild West: Martians, Mercenaries, and Magic!, and only mentions the KR in passing

Headline in the “Washington’s Bugle Weekly ” reads: The New Wild: Heroes Arise to Meet Unimagined Threats, and is accompanied by a fairly accurate artists rendition, although the female centaur paladin is depicted as being 12 feet tall. The article is written by “April Raynes,” and it mentions two other groups, the “Swordslingers” and the “Blud-Hexen Bunch”

After about hour, 12 men with rifles who have us artilleryman’s badges and red strip trousers show up. They are led by Sergeant Levy Cooper, a gruff man with a big bushy mustache and beard. He is currently in charge of Martian issues in Root Hog. Wants to see our Martian papers, and to have one of his people go over the Armadillo to make sure its not leaking or going to exploding. We agree.

Locals had more encounters with the “bug gum” and takes some affidavits from us about our experiences with it (the Jerusalem bugs and walking meat).

The engineer mentions “orange goo”  from some Martian tech that makes bugs grow big. Sergeant mentions Tesla was here first, indicates the least constructed building, “they had a really nice headquarters.”

He gives us a whistle that has a specific frequency that his fenrin employees can hear, they use it for emergencies.

They leave a corporal to keep an eye on us. Sergeant cooper says ” people don’t do what is expected, they do what is inspected.”

The closest crossing the Armadillo can take is a bridge which currently has so much traffic, we have to make an “appointment” to cross the bridge with the bridge officer.

In town, the centaur paladin goes for a hot shower, can’t find a shower place big enough, but a place that normally does degreaser for salvaged Martian tech, allows her to wash there. She encounters a large, 6″ wasp and pops it with a towel. It explodes into a green goo that is the same color as the Venom King’s various poisons.

The roboticist mechanic does some gambling, and looses to a professional gambler, “Slyton Seeves” , his friends call him “Sly.” They chat. He seems polite and proper. He wants to buy her (custom built) spark pistol for a lead lined box with a glowing blue dodecahedron crystal, She recognizes it as technological, but doesn’t know what it is. She does identify it as a part of a Martian interplanetary communicator. She makes the trade (and later builds herself a new spark pistol).

The human soldier guards the Armadillo while others are in town. He sees a woman walking about unnoticed on other people’s camps. No one else seems to see her. She then kisses a guy who is wraked with coughs, and that guy dies.

She approaches the Armadillo, and the soldier makes it obvious he can see her. She approaches, and they talk. She is Macha Morriga, basically a psychopomp. They exchange information, she tells him darklings rewrite reality. About 1,000 one got loose in South America, and destroyed an entire empire. She leaves, peacefully.

The cartographamancer half-orc was contact by agent of Tex Tanner. Tanner wanted to hire the Cartographamancer away from the Knight Rangers on a long-term contract, but was turned down. Tex Tanner is clearly paying agents throughout the West to keep track of the Knight Rangers.

(End Part One)

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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 6)

It looks like there is enough interest in session notes from my Really Wild West: Doomstone campaign for those to become a regular feature. So here’s a write-up adapted from notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”) as a quick report for Session Six!

You can find Session One here: Part OnePart Two.
Session Two here: Part OnePart Two.
Session Three here.
Session Four here.
Session Five here: Part One. Part Two.

If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.

Session Six

I decided to playtest my idea for Spotlight Tokens in this session. I got some useful feedback, I may or may not keep using them in this campaign.

These notes are from the point of view of the PCs (specifically my wife Lj, and I adapted them from her notes for her character, the fenrin operative bounty hunter Sawyer).

The Svirfneblin host us and feed us. Dinner includes large roasted pill bugs that taste like lobster. Mushrooms, snails (escargot-style), slugs, beer.
· The svirfneblin give us papers and a copy of The Pact to give to Dwargus Hardfist, with whom they hope to open formal trade.
· The svirfneblin give us “the Door,” a complex set of nested crystal spheres. It will seek a spot within the serpent people Hollow World near its center, and then can be activated (with a combination of three successful Engineering and/or Mysciticm checks in a row) to close the serpent people Hollow World for a century or so. Once activated, it must be guarded for 1-2 minutes (1d10+10 rounds), after which it will open a portal. It then cannot be stopped, but anyone who doesn’t go through the portal will be trapped in the Serpent People dark Hollow World for a century.
· The Svirfneblin can have their Hollow World (the Vault) overlap the serpent people’s Hollow World (Aakath), and deposit us near where we will need to set up “the Door.” As soon as we open the door, the powerful Venom Champion known to the serpent people only as “Her” will know, and is sure to arrive.
· Once Aakath is cut off, the serpentfolk who are currently out in our world, will be stuck. They will still be able to teleport, but will have weaker arcane powers and less eldritch strength.
· The Svirfneblin the PCs found and buried have returned their essences and minds to the Svirfneblin communities. Their “soul sparks” have become soul gems, which those who have fallen offer to the PCs (one each) as thanks for putting them to rest.
o “Who they are” has gone back to the community
o These are the fuel that drove their essence, minds, and bodies.
Soul Gem
· all are +1 Resolve Point (only to stabilize)
· Then there are cuts, each with a different power set.
o Trillions +1 to all saves
o Navette +2 against all afflictions
o Cabochon +4 to all saves against poisons

Into the breach — The Svirfneblin perform the ceremony to place us in Aakath.
· We all take anti toxins
· Things dwell there that are worse than serpent folks
· Be prepared for darkness that defies simple concepts such as evil

Aakath — the Endless Cavern
· Darkness so gray, it might as well be black, but we know it isn’t
· Settlement with inhuman architecture in distance, outbuildings nearby
· Thin glowing green sickly line in the far distance
· Vapor clings to the ground
· Crunching noise beneath our feet
· An alien howl of alarm goes off
· The Door draws us toward a nearby fountain, but there are things between us and it.

FIGHT!
· “The unclean thing” – (GM describes it ‘the bezor that the otyugh spit up’). It is a shapeshifting mass of waste, raw, pulsing organs, and foul ichors.
o It spews digestive juices and waste as an attack out of a sphincter it forms for the purpose
· The alarm turns into chanting
· The green glow flashes and two figures teleport in
o One is a Four-armed Huge snake-legged serpentfolk, with glowing venomous pistols, a green gem in her head, and wicked dagger – this is clearly “Her”

(Art by Jacob Blackmon)

o Also with HER is a Size-large serpent with ridges on its back
o Damage to HER appears on the serpent, until the serpent is slain.
· The serpent charges for the bounty hunter operative fenrin.
· A Size-large four-headed serpent appears
· The centaur mercenary paladin protects the human robotocist mechanic and half-orc cartographer tecnomancer as they get the mechanism activated.
· Another unclean thing shows up – a minor version
· We finally get everyone down
· The portal opens as we see siege weapons and giant coils rolling this way
· We flee

AFTERMATH
· We all make it through. End up in the same cavern as the Martian embanking machine, beneath Neblin Ridge.
· Heal up

LOOT from Her: Pocket hollow world (clear gem) – teleport (self only, 440-foot range) CL10 as a move or swift action once per day – (goes the the centaur paladin); warmaster’s gloves (swap out weapon you are wielding with those stored on your person without taking an action) – goes to human soldier; Martian capacitor (1ce/day supercharge a weapon as part of the attack) – goes to human mechanic.

The Tess drives the Martian Embanking Machine out of the mine. We all take a turn driving it. Go back to the Circle Axe Ranch.
· They give us burgers
· Bring Dwargus up to speed. Learn Felspark has been “Recalled East,” by the east Hudson Fur Trading Company.
· He makes us Trustees of the Circle Axe Ranch
· We can take out the tunneling stuff from the Embanking machine and turn the engine into a mobile Base of Operations. Decide to do so before hunting down the infamous Professor Barkane Adrameliche, who we believe has beocme the Venom King, and we think is in Montana.

Divide up the $4000 worth of bounties between us. $800 each.

XPs: 1920
18,970 (23,000 to 7th)

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d20 Spotlight Tokens

d20 Spotlight Tokens are an optional rule for most d20-rule based (or “T20”) games. The tokens are designed to give players a concrete way to grab some spotlight time (real-world time where they are getting the most done, being the most impressive, and having the most attention paid to them). These are absolutely a power-up in terms of what a group of PCs can handle, and that’s both intentional and, in my opinion, a good thing. It’s not an increase in what characters can do all the time, but it is a way for a player to decide to have remarkable success when the going gets tough… or when the player just wants that to be the way the story goes.

These are a mechanical solution to spotlight time. A player can’t help but be the focus of attention when one is spent, even if they are shy or not big talkers.

Once you have played with d20 Spotlight Tokens for a few game sessions, it should be obvious how to adjust for them as a GM. It may be the players simply choose to take on more encounters in a row, taking overnight rests or breaks to recharge abilities less often, in which case no adjustment may be needed. Or it may be appropriate to treat the characters as being one or two levels higher, so they face more dangerous opponents that require them to expend some tokens to succeed.

(Art by Grandfailure)

Spotlight Token Rules

You get one token per session, plus one per 5 full character levels. If no other player takes the same spotlight token as you, you gain 1 extra token per session.

Select one of the following tokens. This should be done, together, as a group. If two players choose the same token, they can decide if they want to overlap, or one or both of them change their choice. Once this choice is settled, it cannot be changed until you gain a level or another player selects the same Spotlight Token you already have (in which case, again, you discuss it and one, both, or neither of you can change your choice).

You can spend a Spotlight Token immediately any time the relevant game event occurs, even if the action has already been resolved. For example, if you select the Attack Token, you can spend it after an attack misses, or after it hits but does less damage than you want. When you spend a spotlight token, you also get one additional full round of actions you get to take immediately. This additional round of actions does not benefit from the powers of the Spotlight Token–for example if using the Assault token attacks you make as part of your bonus round of action do not also automatically hit.

Currently, here are the token choices. They are designed to lean into common character focuses, and to have more than one options for each broad focus.

ARMOR – You take no damage until the end of your next turn.

ATTACK – Your attack (anything requiring an attack roll) hits and does 150% its max damage.

ASSAULT — Your attack (anything requiring an attack roll), and all attacks you make before the beginning of your next round, hit.

CRITICAL — Your attack, effect, or spell (anything requiring an attack roll) is a critical hit, if it has rules for being so (for example of a spell does not require an attack roll and has no rules for being a critical hit, it does not benefit from this token).

DEFENSE – An attack misses you, as do all other attacks from the same source until the beginning of your next turn.

EFFECT – One foe fails a saving throw against a spell or effect of yours. If there are degrees of failing a saving throw (such as an additional penalty if the save is failed by 5 or more), it takes the worst effect.

MANA — You activate one spell or ability you can use at least once per day without it counting against your normal uses per day.

OVERCOME — You get to take a single action that can be performed in one round or less, that you would be able to take if your character was not suffering any damage, penalties or effects, and without applying any penalties for current damage, penalties, or effects. Yes, even if you are dead.

RESIST — You succeed at a saving throw, and at all other saving throws from the exact same effect (such as all saves against a poison, or against one ongoing spell).

SKILL — You may choose for one skill check (regardless of how much time it represents), or all skill checks you make in a single round, to be treated as if you had rolled a 20 and the d20 roll.

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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 5, Pt. 2)

Here’s part Two of the Session Five notes for my Really Wild West: Doomstone campaign, adapted from notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”).

You can find Session One here: Part OnePart Two.
Session Two here: Part OnePart Two.
Session Three here.
Session Four here.
Session Five here: Part One.

If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.

(Art by Jacob Blackmon)

Session Five (Part Two)

Still Day 13

The characters see that the heaviest traffic out of the Big Cavern is through the left-hand tunnel, which was clearly made by the Embanking Machine. This also shows signs of the svirfneblin-drawn sled they saw bring green ore out of the mine when observing the camp outside. This is the route the take.

  • There is a breach in the tunnel that clips some underground complex that was already there. (The players later learn this is the Svirfneblin Vault)
  • The end of that tunnel opens up beyond the breach
  • The centaur paladin, in the lead (with her darkvision) is attacked by monsters disguised as rocks at the entrance. They’re grick!

FIGHT!!!

  • The grick don’t seem to take electrical damage, fire damage either
  • The human soldier criminal grabs the Warhammer the Chimera Kid was using and uses that on the grick – bounces off. The magic fusion that was on the warhammer has already been moved to the mechanic robotisit’s drone’s bite attack (her drone looks like a mechanical dog).
  • The grick don’t do a lot of damage, but anyone near them has to make a Reflex save or take some damage from their flailing tentacles, on top of their bites or acid spit. And the grick are reducing every attack that hits them by 10 points of damage, so seem nearly invulnerable.
  • There are two Sverfneblin here. They speak some kind of old German. It takes Culture checks for people who know German to understand them.
  • The centaur paladin and fenrin operative work to asks the Svirfneblin to call off the beasts – the svirfneblin explain they do not control the gricks
  • The human soldier criminal called out the name Drungeldan Smyreonot – the name of one of the ‘neblins we talked to after death
  • Bullets don’t work against the gricks either
  • The half-orc technomancer cartographer makes a Mysticism check, and says it takes magic damage to hurt the grick. He then casts overcharge weapon on the paladin centaur’s lance.
  • The lance kills one. The human soldier has an automatic pistol with a magic rune on it, and he easily kills the other one.

AFTERMATH:

  • The centaur paladin casts a spell that allows her to speak to the Svirfneblin
  • They need to get to their Headman
    • He is being held hostage in the back
    • We will have to bypass the serpentfolk and some pact guardians
    • The Pact Guardians are varied – some mechanical, some monsters. They protect the svirfneblin, but also obey the pact, and thus don’t currently attack the serpent people who took over the pact by stealing blood of pact scion – Dwargus. Thus as long as Dwargus does not elave the area, the serpent people can come and go in the Svirfneblin Vault. (PCs realize this is why the manticore kept killing off Dwargus’s cattle–so he couln’t retire and leave).
    • Only the authority of the pact scion can get us to bypass the pact guardians
    • The PCs try the writ given to them by Dwargus allowing them to investigate the area on the door in this room, which is a Pact Guardian itself.
    • It works!
    • There are serpentfolk on the other side of the door!!

FIGHT!

  • There is a gorgeous small green snake, a serpentfolk with a gun and serrated jawbone of an ass sword, and a human carpetbagger with a staff and wearing a beautiful green operacloak
  • The two ‘neblin cast spells to aid the PCs
  • When the pretty cobra dies, it turns into a pool and evaporates
  • The soulstaff dissolves

LOOT: Sharpened jawbone of an ass that is bane vs humanoids (5,000- 10,000-year-old artifact); Who’s Who in Montana 1890; guardian greatcloak (Goes to the technomancer cartographer, and changes from venomous green to midnight blue with silver nautical symbols, route lines, and compass roses when he puts it on).)

Guardian Greatcloak (magic item, level 5): If you take an action that provokes an attack of opportunity, you may expend a Resolve Point without taking an action and not provoke the attack of opportunity

LOOT: One shotgun

PCs move through the rest of the Vault to get to the headman, using the Writ from Dwargus to bypass traps and guardians of the Pact. Final room. Locked and trapped door. The mechanic roboticist bypasses it, and recognizes the handiwork/design skills of Professor Barkane Adrameliche, whose handiwork was also found in the Martian Embanking machine.

  • The Svirfneblin Headman is inside
  • He asks if he can close the vault, using their authority with the Writ from Dwargus – PCs all say yes
  • The Headman explains Professor Barkane Adrameliche IS the Venom King (“Toxin Krieger”to the Sverneblin)
    • The Professor found the idea of a “Venom King” while studying Martian Black Gas, and began to hear whispers. As he experimented with and perfected ways to use the Black gas, the whispers grew louder and louder, and eventually the Professor became the Venom King as much as he is Barkane Adrameliche.
  • The Professor/Venom King is a Darkling — a human who has embraced the darkness so totally he is a native outsider, and on his way to becoming a demigod. He is one of six “Dread Fates,” six unspeakable ways to die.
  • The Professor had six Lts.
    • Dathaca (who was the Chimera Kid)
    • Gaotma – (the only one with a Doomstone)
    • Athath-ka
    • Venomancer (the spellcasters the PCs *just* killed)
    • Female serpentfolk in the other tunnel. Called “Her” in fearful tones by other serpent people.
    • One Unknown
  • The Professor and his six lts are the only ones who will ascend, becoming demigods
  • None of the other six Dread Fates currently has a physical body. The Professor is trying to bring about one of them, his closest ally, the Dread Fate of Torture (who has a drop of blood as his icon, like the blood cultists encountered earlier on Neblin Ridge).
  • The Professor is currently in Montana.
  • Sverfhaim is a Hollow World– a place that is as much a concept and planar pocket as it is a material place. So is the Serpent People home. Also, the serpentfolk seek another “Hollow World
  • Headman offers PC hospitality for the night
    • Sends his folk to watch the upper caverns
  • PCs need to get into the serpentfolk city, set up a mystical “door” (a device the Neblin headman can create), go through it, close the door
    • Then the serpent city will cease to have access to our world and we would be on Neblin Ridge

End of session. XPs: 2650

LEVEL UP to 6th!!

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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 5, Pt. 1)

It looks like there is enough interest in session notes from my Really Wild West: Doomstone campaign for those to become a regular feature. So here’s a write-up adapted from notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”) as a quick report for Session Five!

You can find Session One here: Part OnePart Two.
Session Two here: Part OnePart Two.
Session Three here.
Session Four here.

If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.

Session Five

Day 13

The fenrin operative bounty hunter takes the mask of inconsequence once used by the Chimera Kid. This magic item allows you to make Stealth checks, opposed by observer’s Perception or Sense Motive (whichever is greater) to appear to be no different form the majority of people around you. It only works when you are not in combat, and does not work against anyone directly interacting with you or who is in combat.

(Art by Jacob Blackmon)

So equipped, she heads into the mine to do Stealth recon. She overhears a conversation between two guards – they know there was a ight outside, and if anyone comes up they don’t recognize the guards will will shoot first, ask questions later. They are awaiting the return of “the Professor,” who the guards obviously fear. The Professor specifically warned them not to use the “embanking machine,” which is taken by the group to be a Martian embanking machine from the War of the Worlds.

The players decide to make a blitz attack, since these guards and part of an operation that has used slave svirfneblin labor, and mercilessly killed and hid the bodies of a dozen or more of those.

  • The centaur paladin charges in to begin the fracas, impaling an enemy operative (one of two) with a critical hit on a lance change before he has a chance to do anything. (“Yep, that’s a crit. What IS the crit effect on your lance?” “He dies?”)
  • There is a spell-casting serpentfolk in here. It casts a defensive spell, then alternates between supercharge weapon and firing snakes as arrows from a 3-limbed bow.
  • The surviving operative sniper trick attacks the centaur, and gets his own critical hit on her before she rides him down.
  • The human soldier criminal PC exhcages fire with numerous gunslingers, and two axe-lords (people with magic rune brands in their hands allowing them to make special throw-and-return and multiple-target ace attacks, an old Nordic tradition). He gets shot with a snake arrow, but doesn’t go down
  • One crook, “Mr. Green Jacket” gets away out the front of the mine and since he agreed to flee “into the desert” and not come back, and the PCs took a lot of damage, they opt not to chase him down.

AFTERMATH

  • There is a Martian Embanking Machine here, which has been used to dig dozens of tunnels. It looks like a 20-ft. wide mechanical centipede, and has been converted to be steered by human controls. The human mechanic roboticist disables it by taking out aprt of thsoe adapted controls and in doing so finds a gear with a patent he reognizes–it was created by the infamous Professor Barkane Adrameliche, a citizen of the Ottoman Empire who helped create the first automatons. It is suspected he might have known Gaotma, the Manticore.
  • This room also has a series of Martian atomic batteries, which have been salvaged from other Embanking machines. These are not as powerful as a Tripod Generator (like the one serpentfolk tried to steal in Session One), but these three have been hooked to a capacitor designed to concentrate their power, though it takes several days to power up to a generator’s power level.
  • The capacitor is hooked to an array that clearly once had a spherical device hooked up inside it. This is right next to an empty storage area which the fenrin can tell 9with Scent) used to have Martian Black gas cannisters. Also, the iron box with the Doomstone taken from the manticore gets hot near the area.
  • The PCs conclude the Venom King is using the Martian Batteries to infuse Green Iron (taken from this mine) with the toxic properties of the Black Gas, the most virulent poison now known on Earth. This creates the “Doomstones,” such as the one they recovered, but can only make one every week or two. If the Venom King had a Tripod Generator, he could make a Doomstone every few hours.

LOOT from thsi fight: High-quality handaxes x4; Allin needle guns x2 (one for Liam); Ajax revolvers (x5); three-limbed serpent person bow (no arrows), bag with 8 snake eggs; golden bullet (magical) – put it in any projectile weapon and it has a one-shot built-in supercharge weapon (given to the fenrin operative bounty hunter); gallon of butane

Cast grave words on the bodies the Serpentfolk just hisses words at the PCs. The All of the rest of them talk about weird smells and weird dreams

There are two paths deeper into the mine. The PCs go left.

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Tales of the Intrepideurs’ Guild, Pt 3 (Game Session 0)

This weekend, we actually had “Session 0” of my Fantasy AGE game, where players made characters, including asking about the world, talking about relationships to one another, and so on.

Despite all the work I had done on the Intrepideur’s Guild itself, I had not yet spent any effort on the region the PCs will be starting in. As with the guild and the entire campaign concept I didn’t need much–just a frame upon which I could hang a paper-thin narrative for the adventures. But players generally have more fun when there at least a few concepts and place names for them to build their own stories and ideas off of.

So, I took 5 minutes to create the loosest of frameworks for a town. But I wanted the players to be more invested in it than if it was just a long list of imaginary words and sounds with dashs and hyphens thrown in for fantasy flavor. So, instead of naming everything myself, I creates a Mad-LIbs-stype series of options, and asked each player to fill in two of them.

Here’s the framework I used.

Welcome to the major trade town of [Adjective][Word Associated with Elves], located on the shores of the [Word associated with seas or oceans] and bordered by the [Word associated with rock or stone] Mountains with the [Terrain feature] Woods, and an important part of the [commodity] Route.

It is a [form of government], ruled over by the [Any fantasy species] King, [Impressive or noble adjective][word GM picks based on the king’s species].

Then after each player gave me a word I tweaked a tiny bit (I originally had swimmingly forest, which I disliked, so I jogged it slightly to Forrest Swim, which I think is a great town name and immediately makes me begin to wonder how it got that name.

Welcome to the major trade town of Forrest Swim, located on the shores of the Sextant Sea and bordered by the Igneous Mountains within the Outcropped Woods, and an important part of the Silk Route.

It is a Dictatorship, ruled over by the Unicorn King, Gloryhoof.

(Art by Kate Smith)

Then we got to making characters. Everyone choose to roll for ability socres, rather than use point-buy, just to get a feel for how Fantasy AGE feels when done that way. We restricted ourselves to the Basic Rulebook, and had characters done with plenty of time left for a quick adventure.

I used a single house rule, allowing characters to pick a specialization at 1st level.

The players all worked together, comparing ability scores and social status results, talking about what they’d like to see the party be able to do, and so on.

In the end, our heroes came out thusly–
Drahul (orc warrior, two-weapon fighter with battleaxe and longsword)
Folas (elf mage, arcana of healing and heroics)
Hannah (human rogue with assassin specialization, sister to)
James (human warrior, two-handed spear fighter)
Winter (elf mage, arcana of lightning and power)

The game notes, adapted from those taken by my wife Lj, are short but to-the-point.

Session 01:

We’re all tin-level Intrepideurs. We’ve all been on our initial quests with overseers and passed our evaluations. We’re ready for the bigtime.

Only Hannah and James know each other. The Guild recommends this group of 5 band together, at least initially, as an Intrepideur’s party.

We take our First quest: Escort quest (pays 50s per member of the group) – A request to the Guild from King Gloryhoof, himself

  • Five orphan children, arrived by ship. Need to be taken to a holy site of their order up in the Igneous Mountains. Their escorts were killed by Pirates, who were paid by a cult known as The Fists who want to kill the children. The pirates were driven off before they could harm the children.
  • Four days to the end destination, then four days back. Have a cart for the children, and the Guild provides food and basic supplies.

Day 01

Ambushed by 5 members of the Fists on the road. GM says this fight LOOKs too tough for us and it may be a TPK, but since part of this is playtesting and getting used to the game, we all agree to play it out.

  • Everyone knocked out at least once, and in the end everyone but Hannah and James are killed.
  • Except the GM retcons having a near TPK in the first session, as a blessing from King Gloryhoof for those carrying out his errands keeps the “killed” PCs from quite dying.
  • We get the kids to the mountain and back

Day 09

  • We get 50sp each + another 60sp from selling the gear we took off the Fists. Several characters take light chain recovered from the Fists. Including Winter, a spellcaster.

GM says to level up to 2nd level, and everyone gets one common temporary magic items to represent adventures between now and the next game.

So, that’s it. I ran the game… and nearly killed all the PCs with a fight WAY too tough for them. And that’s okay, we all got to use the death and dying rules, which often don’t get played with much, and learned I was right–that fight was WAY too tough!

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Worldbuilding Through Language, Part 1

The online Merriam-Webster dictionary has a “Time Traveler” function, which allows you to see what words first saw print in a given year.

Which means if you have a campaign set in a real-world year, you can create a list of words that were first used in print that year. This becomes a list of the cutting edge of new discussions in various fields. If ‘antibiotic’ is first used as a word in 1891, and that’s the year of your campaign, that tells you something about the state of medicine and awareness of it as a concept. It also means you may want to look at the history of the word and see how it was being used. (Antibiotics, for example, were being explored as a concept in 1891, not yet available).

As an example of what I mean, here is a list of words first used in English in print in 1891, the year of my Really Wild West campaign.

(Art by Digital Storm)

addictive

antibiotic

anti-gang

antimicrobial

appendectomy

atmospherics

AWOL

balloon tire

batting cage

bipartisan

bodywash

collective bargaining

compass rose

diving board

domestic violence

electromagnetic radiation

electron

exhibitionism

eyedropper

fair catch

fair market value

fellatio

fine print

fingerprinting

flea market

frenemy

handheld

house detective

leatherneck

legwork

motion picture

multimillion

mystique

nationwide

neuron

prosciutto

reinforced concrete

secondhand smoke

seismogram

skeletonizer

slot machine

stinking smut

supersecret

supraliminal

synesthesia

table tennis

tabloid

Tasmanian tiger

tattersall

time card

torpedo tube

trade in

transpacific

traveler’s check

tuberculous

ultrarich

vaccination

wasabi

water cannon

wiretapper

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The Issues of CRs and Multiple Creatures in Starfinder

So if you look in the Starfinder Core Rulebook, it’ll tell you that encounter difficulty is determined by comparing an encounter’s CR to your player’s Average Party Level (APL), as follows:

Encounter Difficulty

DifficultyCR Equivalency
EasyAPL – 1
AverageAPL
ChallengingAPL + 1
HardAPL + 2
EpicAPL + 3

It’ll also tell you that you can determine the CR equivalence of multiple creatures with the following table.

CR Equivalencies

Number of CreaturesCR Equivalency
1 creatureCR
2 creaturesCR + 2
3 creaturesCR + 3
4 creaturesCR + 4
6 creaturesCR + 5
8 creaturesCR + 6
12 creaturesCR + 7
16 creaturesCR + 8

Both these tables are useful… and both are wrong in ways the core rulebook doesn’t explain (we didn’t really realize it when we wrote the book — or at least I didn’t), and that isn’t intuitively obvious. But depending on how you combine these, your encounters may be way too easy, or way too hard.

Let’s start with when it may create an encounter much harder than expected.

Single Creatures of Higher CR

If you use a single higher-CR creature to make an encounter above your player’s APL, that encounter is going to be much harder than the core rulebook suggests. A single creature 1 CR higher than your PCs’ APL is on the tougher end of “Hard,” not merely “Challenging.” A single creature 2 CR’s above APL is Epic. And a single creature 3 CR above APL is likely to be more murderous than fun.

The reasons for this are baled into how Starfinder is different from pathfinder. First, the math is tighter. In Pathfinder you often have 1 or 2 players who are well ahead of the average PC curve in one area or another. Thus when you challenge them with a higher-CR foe, the one PC who is above the curve in whatever aspect of the game is effective against that foe can affect it, and the other PCs can support them. In Starfinder, the upper level of effectiveness is much more tightly controlled (and monster state blocks are much more consistent), so as the CR of a single monster goes up, the % chance of any attack of ability affecting them drops in ways the PCs cannot easily deal with.

Similarly, the raw bonuses and DCs a monster has increase in ways the PC’s defenses aren’t designed to handle, and a single higher-CR creature is likely to focus its attacks more than two lower-CR ones, just as a practical matter of space, reach, and line of sight.

Relatedly, the prevalence of save-or-lose effects is much lower in Starfinder than Pathfinder. In Pf, if you are just facing one foe players can spam hold or similar spells until the enemy fails a saving throw. Which such effects exist in Starfinder they are much less common, and generally more limited in scope.

Additionally Starfinder generally increases combat effectiveness not with multiple attacks, as Pathfinder does, but with each single attack anyone makes doing more and more damage. This both means the PCs can;t spam 3-6 attacks a round at a foe hoping to roll well on at least a few (and thus get a little damage in each round), and that a GM can’t have a foe divide their attacks among multiple PCs to make sure one is not killed in a lucky shot.

These factors combine to mean than one CR 8 foe is much more dangerous to a group of PCs than three CR 5 foes. It is much harder for the PCs to connect with it, given it’s higher ACs and better saves, and rather than have the threat be reduced as they drop one enemy and can focus on the other two, it remains at full effectiveness until dropped. And many legitimate class builds that focus on area attacks which help deal with three CR 5 creatures are actually less common against one CR 8.

So the table that tells you an APL +3 encounter is Epic (but reasonable) is only true if you are using multiple creatures of roughly your parties APL.

But, of course, there’s another possible weird result, when things are much easier than expected…

Art by likozor

Multiple Creatures of Lower CR

The other thing the core rulebook tells you is that 16 creatures make up an encounter with a CR equal to their indiviual CRs +8. That ought to mean that if you have an APL of 9th level, you can challenge them with 16 1st level foes.

But you can’t. I mean you can do it, but it won’t be a challenge.

In this case, the tighter math and reduced attacks per round work in the PCs’ favor. The AC of a typical CR 1 combatant is 11 lower than a CR 9 combatant, and it has 20 HP, compared to the CR 9’s 145. One or two area attacks can wipe out all the CR 1 foes, and their attacks are insignificant even if they manage to connect with PCs.

Now being able to be in multiple places can given useful otpions, and of course a clever Gm CAN build an encounter where eight CR 1 foes are at least interesting (putting them in defensive positions, for example, or spread them out and set the encounter so the PCs want to capture them all without letting any escape, rather than just defeat or bypass them). But failing that, for a satisfying encounter you generally don’t want to use foes with a CR more than 3 below your PCs’ APL.

The Takeaway

When using the CR system in Starfinder, try to stick to creatures with a CR no more than 3 below, or 1 above, your party’s APL.

(Unless you are prepared to get clever, as I experimented with when building a CR “6 +1” Manticore.)

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The “Damn” Manticore of Really Wild West (in Starfinder)

In yesterday’s session notes for my third Really Wild West Game, I mentioned the main villain was a modified manticore. I took the base stats from Legendary game’s excellent Alien Bestiary (name mentioned here with special permission from LG), and made some changes.

Some of those changes are stylistic. I wanted a scorpion-tailed manticore, rather than a spike-flinging tail. But some of the changes (higher will saves, flexible tail, flyby attack, advanced weaponry) are specifically designed to make it a more dangerous foe.

Essentially, I wanted a CR 7 threat to be an epic encounter for the five 5th level heroes, but I didn’t want to use a CR 7 monster. In Starfinder, the math is so tight, fighting something that is 2 CRs above you can be extremely frustraintg, ebcause it never misses, and you rarely hit. Using two CR 5 monsters as a CR 7 encounter works great, but here I experimented with boosting the combat effectiveness of a foe without boosting their HP, AC, attack values, and so on. I list this as CR 6 +1; it’s CR 7 for all purposes except it’s array.

Then at the end I list my GM notes on two of the bits of treasure Gaotema had. They helped tell this specific monster’s story — an Ottoman Turk manticore who has been around since the 1700s, and fought for the Confederates in the US Civil War, then turned mercenary and gang leader after the South lost.

Gaotema, sans hat, art by Jacob Blackmon

GAOTEMA, The “Damn” MANTICORE
Manticore           CR 6+1
Init +2; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE              HP 95    
EAC
18; KAC 20
Fort +10, Ref +10, Will +10
OFFENSE
Speed
40 ft., fly 60 ft. (Ex, average)
Melee
claw +16 (1d8+11 S) or stinger +16 (1d8+11 P, Fort DC 17)
Ranged
grenade launcher +14 (“Puckle Gin,” See below)
Space 10 ft.; Reach 5 ft. (10 ft. with stinger)
Offensive Abilities Flexible Tail (Threaten foes in reach even if they have cover)
STATISTICS
Str
+5, Dex +2, Con +3, Int –1, Wis +0, Cha +0
Skills Survival +18 (+22 when tracking)
Feats Flyby Attack (as PF1), Mobility, Spring Attack
Languages Common, Ottoman Turkish
SPECIAL ABILITIES
Doomstone-Enhanced Poison – Uses track of target’s highest ability score. End State is Venom-Wight. DC 17 (7 points of damage)

Each state takes twice as long as the one before it
Immediate/1 round – Save or Weakened             
2 rounds – Save or Impaired                                       
4 rounds – Save or Staggered                                    
8 Rounds – Save or Immobile                                     
16 rounds – Save or Venom-Wight                        

Puckle Gun
2280 cr.               60 ft.     8 grenades         5 bulk    Analog, Expiramental
Grenades
Grey Smoke – Fortitude saving throw each round (DC = 13 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. Concealment.
Silver Smoke – DC 14, or forget details of what you saw without confirmation afterward.
Black Smoke – As smoke + tail venom, above
Red Shell – 5d6 fire, half damage to targets within 20 feet (Ref negates)
Experimental — If damaged, roll d20 on the mishap chart, below.
1-5: Backfire, user takes 1d6 fire damage each time it fires.
6-10: Takes a full round action to attack.
11-15: Can’t load a new round without a DC 17 Engineering check
16-20: Inaccurate. Roll scatter for every attack.

Artilleryman’s Hat – Constant – Reduce effect of miss change from smoke/fog/vapor-base concealment by half, and it is never total concealment.
Standard Action – Grant 1 hour of immunity to inhaled smoke/fog/vapor effects. 1/day.
“A battered hat with many cuts and scrapes, there is a Confederate artillery pin stuck on top of a faded Union artillery patch.”

Compression Gear Harness
Standard to activate, 1/day, for 1 hour +4 to bulk carrying capacity, +2 damage with melee attacks
2 bulk, 5k credits, item level 5, must be custom fit with Engineering check

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