Showing posts with label dungeons. Show all posts
Showing posts with label dungeons. Show all posts

Sunday, October 17, 2021

Ruins

 

Ruins are spaces considered holy by Folk. Inside them you find things that you would find in the rest of the Hypogeum, only denser. This makes them very hard to traverse. Ruin Complexes are normally circular, or some equivalent, becoming denser and denser as you get towards the center. As such, most people give them wide berth, though being able to go nearer the center would make a nice shortcut. Most ruin complexes are almost a mile wide, and dominate the cavern they are in.

They dominate in more than one way. The presence of ruins in a cavern seems to affect, or at least be a good indicator of, the force that Folk revere. Or maybe the Folk built the ruins in honor of a force they already revered? The Folk are weird about religion, as we all know. That all to say, each Ruin Complex seems devoted to, or at least themed around, one Force. Oftentimes they are also pervaded by that force.

As previously stated, ruins are dense. They are full of puzzles, treasure, and most of all, Lore. Loads of (untranslated) hieroglyphs, murals, and gut understanding. Most of the puzzles and treasure are also lore. The ruins will tell you what a Force is like, what is sacred to it, what it hates, etc. There are also depictions and statues of various creatures, most of which are unidentified, but one of which is the Dragon (see: Dragons, forthcoming). Finally, there will be the Prophecy, that a sacred hero will come out of the ruin and defeat the Dragon.

Some say that the hero already came, and he died. Others say he joined the Dragon. Still others say the Dragon used to be a hero himself. These sorts of confusions come about when you're only going off somewhat abstract pictures.

There are also more mundane secrets besides, like the location of treasures, hidden wells, gates, etc.

Piranesi

The ruins are haunted by living statues. These can be found rarely in other parts of the world, but, like I said, the ruins are Denser. They also have unliving statues, and the living ones could hardly be called statues. But they move, and they're made of stone, and the name stuck. Like most things made of stone, very difficult to kill. Have a sword artist or sorcerer at the ready, dangerous as they are, those statues are more so.

Don't get caught up in a puzzle, or you'll die.

Voxelmade

Now I said they are holy to the Folk, and its clear that they have some association with Folk religion, but I feel I should expound more upon this. It is a topic of intense debate (as intense as Folk can get) about whether Folk, or anyone, should be allowed in the Ruins at all. One might expect some hassle if one emerges from a ruin in sight of those people who frown upon it, and especially if one is carrying sacred treasures. 

Folk priests make use of the ruins to understand their faith, navigating them through preordained paths and solutions to review specific commands or insights. The knowledge and tradition of these paths is what makes them priests and not just devotees (devotees might be just as holy and authoritative, but lack the knowledge and experience of ages). If a priest is feeling candid, he might show the way to those he trusts, or might simply tell them the information they seek.

Just the same as the debate regarding entrance to the ruins, is the debate regarding the sort of creature the hero will be. Some Folk cannot imagine the hero coming from among their own race, while others cannot imagine them coming from another race.

Darklings for the most part don't take part in these debates. As usual, they are rather secretive regarding their beliefs. Arites seem pretty hopeful about it though.



Wednesday, October 6, 2021

GLoGtober 4: Exploring the Hypogeum

 


The Hypogeum is a world which consists of an underground complex (though whether there is any ground for it to be under is a matter of some debate). It can be thought of as a series of linked, immense, cathedral-like caverns, honeycombed with room-like divisions, and rooms below and in the walls of this "central" structure. Sort of like a hedge maze with basements in a roofed courtyard of an circular apartment building. If you make it to the wall, there's probably a door which can take you about three rooms deep in the wall, maybe more or less, maybe connecting to another "courtyard". These courtyards are miles across, and contain both many structures and lots of empty space.

Exploring the "overworld" traditionally (room by room) is both tedious and unnecessary. Traps are rare, and most of it is just empty space, as said before, and it is very possible (though somewhat risky) to just go above obstacles by climbing the walls (aerial predators exist and going above the walls makes you more visible to monsters in the rooms around you). Generally, its dangerous monotony dividing settlements, ruins, and other important structures, with encounters and weather. Which means it can be modeled as a wilderness!

The above is the working hexflower for the Hypogeum. I am dissatisfied with it currently, but what can you do?

Key:
👾 - Monster, or monsters
⚙️ - Puzzle, blocking a site containing (roll as though exploring)
👑 - Treasure
🏛️ - Dungeon
🛖🛖🛖 - Village, a settlement in an open-ish area, often Folk
🛖 - Solitary NPC, a master of some kind or an eccentric
🌿 - Overgrown area
⛲ - Fountain or a safe area
💧 - Flooded area 
📜 - Ruins, uninhabited non-dungeon site
⛩️ - Gate
🌁 - City, or settlement among megastructure, often Darklings

Normal (non-weighted) hexflower rules. You can backtrack to places you've been before, and you can't always explore further in a certain location. 

[Might add examples, or change things around here, but I'm a bit behind right now.]




Saturday, September 18, 2021

ANSWERING PHLOX'S 51

GLoGhack: Hypogeum

1. How do I make enough money to have regular meals? (Deus)

Folk will probably feed you if you help them, but currency is not really a thing.

2. What do people do to get Fucked up around here?  (Vayra)

Its hard to find a substance in Hypogeum that isn't psychoactive. The local wisefolk could probably direct you. Sorcerers are arguably constantly fucked up on mana potions.

3. How much racism are we talking? Fantasy racism or regular? (Vayra)

A little racism, as a treat. Humans think Folk are stupid babies, and Darklings are demons. Folk think humans are cool weirdos and maybe thieves, and Darklings are honorable warriors and sorcerers who I'd never like to meet, no sir. Darklings think Folk are hedonists, and humans are possibly creatures of ancient myth. Everyone thinks skeletons are very mysterious, and grimalkin are just humans but friendlier and sneakier.

4. Who's the nearest religious figure I can annoy? (Vayra)

The folk have temples of various sorts, and wisefolk (sometimes relic-seekers) run them. In general, ridiculously easy to co-opt.

5. Why do most sensible people avoid [Magic Users]? (Gorinich)

In order of magic-ness: Sorcerers undergo violent mood swings, relic-seekers are servants of some power, Sword-artists are master murderers as a matter of course, Fools are clowns, Clever-Things are thieves, and Strife's-Children generally lack empathy and fear.

6. What's the local sports team? What do they play? are they any good? (Vayra)

Folk play War. Its basically capture the flag with clubs. Do they know what actual war is? Its still pretty dangerous, because the main field is the parts of the dungeon between two settlements. The teams are simply named after colors, but humans tend to give them more fanciful exonyms, which the folk accept. Your team are the blue mushrooms, and are kinda trash.

7. What's my sword made of? I started with three rations, what are they? Are they any good? (Vayra)

Swords that come from the Otherworld might be made out of steel, but swords around here are made out of sword, or whatever material you gave the folksmith. Your rations are probably mushrooms, moss, or shadowmeat. Its pretty good. Sweet.

8. What actually is a GLoG? (Everythings)

GLoG is a kind of Taoist Alchemy

9. Where can I find some orbs? (Gorinich)

It is hard to find places without orbs

10. What do orbs do? (Gorinich)

Orbs are the most common type of relic, and are easy ways to get spells, though you'll have to do some research to get the spells out of them.

11. Why's the Milk gone? (Everythings)

No cows. If someone gives you milk, don't drink it.

12. Can I have a pet? Can I have a weird pet? Can it talk? (Vayra)

You can only have a weird pet, cause animals don't tend to get isekai'd with you. Humans sometimes keep Folk as "pets".

13. Am I allowed to be famous from the start or do I have to figure it out in play? (Vayra)

You can be famous in the starting village. This doesn't mean that much.

14. Am I allowed to be cursed from the start or do I have to figure it out in play? (Vayra)

Depends on the curse.

15. What possible explanations would you accept for me being a time traveler, or from a different dimension? (vayra)

Possible explanations: you are human. That's it.

16. Is evil real? What is it? (random_interrupt)

Maybe? Some seekers collect and study "evil", but we're not really sure if that means anything besides aesthetics.

17. Frogs? (Everythings)

Yes but also no.

18. What's the best combat aircraft available? How much does it cost? How much does a flight of four of them cost? (vayra)

Angels supposedly exist. Is that a combat aircraft? Does casting flight make you a combat aircraft? It can make you a ICBM, I guess.

19. That's too expensive. How can I steal one/four? (vayra)

Shut up

20. Are italians real? why not? Can I say my rations are ragu, in case I run into some? (vayra 🙄)

Italians are real. You can start with ragu.

21. Is there some kind of wizard boss, or kung fu boss, how good is his kung fu/wozerdry? (random_interrupt)

There's probably one of each among the darklings, and maybe one among the skeletons?

22. What's the die I'm going to be rolling for checks? Is my character aware of its existence? What's the save vs. existential horror? (fifth)

d20. aware of the dice? If you are a sorcerer you might be. No save, just choose whether you want to comprehend or ignore. 

23. How many children am I allowed to start with? How about chickens? (vayra)

Humans don't start with any, or at least any present. Folk can start with some. Chickens aren't present. 

24. What's the deal with demons in this setting? Pure evil, just a type of creature, incarnations of desire or sin, depends on the subtype? (sylvanas_iii)

some Humans call Darklings demons. more often, they call Fairies  or shadowbeasts demons, and are there more correct. They are just a creature, though.

25. Same as the above, but with angels (sylvanas_iii)

Angels are supposed to exist, and they are just. Humans that developed wings. Sometimes they call the spoiler above angels.

A darkling sorcerer

26. How mad do people get when you pick their pockets? Are we talking "fight to the death" or "nooooo stooooop" or somewhere in between? (vayra)

Darklings fight to the death, Folk are "nooooo stooooop". Grimalkin will take it as a challenge to steal back from you. Skeletons nobody knows, but speculation is that they'll just wait until you die and hope they can pick it up later, unless its very urgent.

27. How long is a round? How is momentum tracked? [Can I make a peasant railgun] (fifth, abridged)

Six seconds, probably. If you could get enough momentum, it'd probably count as a sword-artist's sunder, or if the person is the one with momentum, the strife-child's motif. No, an object can only be passed twice per round.

28. Do I have to be from around here? can I be from space? (random_interrupt)

As previously said, humans are from vaguely the modern world. Maybe you were an astronaut? Ditching the spacesuit would be wise, I think.

29. Roll under or roll over? What are the ability scores and what's an average score? (sylvanas_iii)

Roll over. Standard six. 3d6 or 4d4. or 4d6 and you don't start with a class.

30. What happens if I steal another player's character sheet? can I mind control them, or do I become them? (fifth)

 You get to control them, yes, for the purposes of being ridiculous or not having to wait for their player.

31. How easy is it to learn to cast FIREBALL? (sylvanas_iii)

Sorcerers start with sorcerous blast, which can be fire. They might also be able to distill the spell Set Alight. Relic-seekers could find both, depending on what their relic theme is.

32. What happens at 0 hp? is it different for NPCs? What about below zero? (Vayra)

At 0 hp you get knocked out. Same for npcs, but not the same for shadowbeasts. When you generate your HP, you also generate your -HP the same way. -HP is kept divided by the dice you rolled (i.e. if you roll 3 and 5, it is divided like 3+5, or 5+3). When a negative hit die is depleted, you suffer a wound. If all are depleted, you die. Some NPCs have 1 HP and only -HP.

33. How much xp do I get for buying pizza? (fifth)

am I the one to determine that?

34. Does destiny exist? Can it be changed? Can I stand outside it and watch you all like a spectator at a puppet show? (random_interrupt)

People generally agree that it does. People generally agree it can't. If you manage to watch it, you're probably still a puppet.

35. what direction do numbers go in? (fifth)  

West

36. Have you playtested any of this? (Vayra)

Do I look like someone who's finished a draft to be tested?

37. How many types of magic user are there? do they stack? (sylvanas_iii)

A quote: "Magic is just the academic application of metaphysical power which fighters also wield more bluntly to, for example, be able to take 20 times as much damage as a normal healthy adult". That is to say, they're all magic users. Yes they stack. 

38. Are there sumptuary laws? like, will I get flogged for wearing magenta? (random_interrupt)

Some Folk do that. Most don't.

39. What are the important dates to know? Big festivals, metaphysical anniversaries, eclipses, comets, etc? (vayra)

Without the sun, moon, or stars, or really any repeating temporal variation, there is no such thing. Sometimes two or three folk will decide its party time, and then that's what happens. 

40. Can I play as many goblins? a Mimic? a literal dragon? (sylvanas_iii)

Maybe, Maybe, Maybe

41. What exactly is a hitpoint anyway? Toughness, luck, skill, or chi? (random_interrupt)

Its chi. Attacking someone with any hitpoints just bounces off their AT field or whatever. Which is why some things only have -HP and some attacks bypass HP

42. What kind of goblins are there in this world? if there aren't any, what's the closest thing? (sylvanas_iii)

Folk are vaguely goblins, but also vaguely kobolds and vaguely bullywugs etc.

43. If I play a priest, do I have any actual political power, or will I get treated like any other dusty knave?  (random_interrupt)

Depends on so many factors the question cannot be answered tidily. 

44. Can I use this class I found on the internet with the same name and concept as one you've provided? (phlox)

No, probably not. I've tried to make things rather flavorful and self-contained. You can suggest revisions to the classes though, I'm very open to those

45. What's the optimal substance to consume before playing this GLoGhack? (and why is it orbs?) (everythings)

Sourpatch kids or other fruity, sour candy.

46. How many classes are on offer? How many of them are magic things? (sylvanas_iii)

Sword-Artist

Strife's Child

Clever Thing

Fool

Relic Seeker

Sorcerer

As I said, they are all magic.

47. Can I play (insert literally any character here)? (sylvanas_iii)

Maybe. Try to change the name though.

48. How much do I have to read? (phlox)

You never have to do anything

49. Will we actually be using the inventory rules, or can I just pretend? (phlox)

Its all pretend

50. Why? (purplecthulu)

Desperate Escapism

51. Whom? (fifth)

Thee

some froggish Folk exploring


Thursday, February 4, 2021

An Awful Castle full of Terrible People

Castle Ingwoe

A recently rebuilt keep held by the terrible Lord Ingwoe and his Three Knights. From this keep, he has harrowed the people of the nearby villages for the past three years, extorting and terrorizing them on his mad whims. The Castle itself is said to be terribly haunted.

Exploring the Castle

The Castle has 7 rooms, 4 on the first floor and 3 on the second, along with 2 towers. In addition, it has a 5 foot wall (though it used to be larger) around itself, as well as an outhouse and what was once a garden. The whole inner courtyard has been choked with weeds and noxious plants.

The top floor of the castle was rebuilt recently, and the western tower is an entirely new addition. The lower floor has been plastered the same as the upper floor, but mold and moss visibly infest the former. The eastern tower, however, is the worst offender. It sags and weeps slime in humid weather, but cracks and crumbles when it is dry.

The lower floor contains a dining hall, kitchen, storage space, and servant quarters. The upper floor contains the bedroom, armory, and a spare room. There is a spiral stairwell from the storage space to the armory. The armory also connects to both towers, which have little interior space and are mostly stairs. The western tower has a battlement, while the eastern tower has an upper room. Both of the towers, as well as the upper floor, are outfitted with arrow slits.

Lord Ingwoe

He is an imposing man, but he is haggard and mad, with stringy, balding hair and a solid build. He wears gleaming white armor while about his claimed territory, and rides a white horse. His sword is dark and notched. His eyes are wide and bloodshot, with deep bags. He carries a banner with pelican displayed on a field sable.

He is tormented at all times by the ghost of his wife, murdered by him soon after he took control of the castle. She is hardly sentient, and can hardly be seen by any others. She normally acts docile and subtly malign. However, when he is in combat, she delights in giving him small, painful wounds on his ankles and scalp, causing blood to run over his face. If he is knocked to the ground, she will try to gouge out his eyes and cut off his ears.

Despite his haunting, he is filled with ambition and bloodlust. He wishes, above all, to increase his realm. He is highly paranoid. If PCs try to join him, he will accept them. They will be allowed to stay in his castle for 1d6 weeks. After this time, he will poison them unless they have shown complete supplication.

The Three Knights

Sir Alken, Sir Corten, and Sir Lied are the sadistic, cowardly knights of Ingvoe. Sir Alken is known for being fair of face. He once flayed the family of an innocent farmer. Sir Corten is known as a sorcerer, wielding small trinkets which bedevil and beguile. Sir Lied is actually noble and kind, and despises the other knights. All of them hate lord Ingvoe, but all of them are under a Geas to serve him as long as he lives, lest they be taken by the hungry dead and tortured for eternity. In addition, they are all terribly afraid of whatever dwells in the eastern tower.

Alken and Lied can both be cowed by displays of magical prowess, but Corten will take it as a challenge and an insult. Alken can also be distracted by petty insults, but will repay them with torture in quick order. If Lied is alone, he will help the PCs and can be convinced to turn his blade against his master. However, none of the others are willing to sacrifice themselves to kill him, and Lied won't perform any acts of good when they are around. All three of them are likely to relate the sob story of their Geas to the adventurers, but only Lied is sincere. If the PCs can play on Lord Ingvoe's Paranoia, he will order the knights to kill each other or kill them himself. Lied may already be doing this.

Alken and Corten are sure to escape if Lord Ingvoe is killed, and will try to loot the place. They will continue their evil in the surrounding countryside and may accrue some additional power. Lied will give chase and battle them, regardless of the presence of the PCs. 50% chance he can't catch them, 50% chance he loses.

If Lied or one of they others turned against Lord Ingvoe, he will be spirited away horrifically after the fatal attack.

The Secrets of the Castle

As mentioned in the previous section, something terrible dwells in the eastern tower. This is the dread ghost of the castle's previous lord. It cannot be seen by light, but glows with fleshy, greenish pallor in darkness. It's eyes bulge, and it grabs at the adventurers with withered, skeletal hands. These can be felt even when it cannot be seen. If the PCs learn of its existence, then they can hear its nightly wails, which prevents them from sleeping in the castle unless they have several points of exhaustion. 
 
[Pulling this one out of my drafts, probably unfinished but useful enough as is]

Friday, September 8, 2017

A Dungeon

Dungeon

Probably can be placed in most settings. Levels 0-5. Very small.

The Exile's Tomb

  1. The Offering Room: 25ftx25ft Dead flowers, apple cores, and bread husks are scattered around. Difficult check finds a talisman (detailed at the end). Doors on the north and east end (Prince's room and Gestalt tomb respectively). entrance on the south wall. Info: the bodies and souls of those exiled from their homes and denied judgement often make their way here, and it is a regular duty of church-affiliated adventurers to purify the souls within.
  2. The Prince's Room: 20ftx20ft Statue in the center (man with sword, eyes crudely scratched out) above a coffin. 1d4 shadows, or other level appropriate incorporeal undead. When defeated, statue crumbles to reveal 10sp/gp (whatever is standard) and a longsword (damage dice one step higher for 1d6 days). Info: This room is generally inhabited by the followers of a long dead prince and his line. The sword found in the statue was once a sword lost in the swamp surrounding the tomb. Most of the adventurers that come to the tomb don't enter the prince's room, seeing it as unnecessary.
  3. The Gestalt Tomb: 25ftx50ft. Lined with stone coffins (corpses only have junk). Each time the room is entered, 50% chance to wake up the combined ghost of the common dead (friendly, knows nearly everything about the dungeon, wants to be purified. possible warlock/cleric patron). Exits on the east wall (Family and killer's room).
  4.  Family Tomb: 20ftx20ft. simple trap in front of entrance. Richly decorated coffins (10 sp/gp if gold leaf is removed haphazardly). 25% chance 1d3 will rise as zombies if tomb is desecrated. 10 sp/gp in on bodies. Info: tomb of a rich merchant family, exiled for treason.
  5. Killer's Room: 20ftx20ft. Initially sealed, unsealed by gestalt ghost. Pitch black coffin in center. Phantom emerges. If killed, drops Mad Book (see end) and a +0 cursed dagger (curse of dm's choice). Info: A madman was laid here; he was essentially Jack the Ripper. Adventurers should be advised that this room is dangerous.

Treasure

  • Talisman: When carried by, or directed towards, a dying creature, that creature automatically makes their next death save. In addition, any psychopomps or spirits they may be fighting in the ethereal world are reduced to half health. The Talisman breaks after one use.
  • Mad Book: A scroll book containing two random warlock 1st level spells. Casting either of these spells for the first time causes 1 point of wisdom damage.

How do I use this?

It's a dungeon. It's best when it is the first dungeon the players encounter. The rooms are designed to sort players into their party roles: The Prince Room, Gestalt Tomb, Family Tomb, and Killer's room provide helpful/necessary items to fighters, clerics, rogues, and magic-users respectively, with challenges to fit their niche. It's simple, but it's also the first dungeon in the game.

[This was sitting in my drafts for a while, and I figured I should publish it since it fits this month's RPG carnival theme]