Showing posts with label adventure seeds. Show all posts
Showing posts with label adventure seeds. Show all posts

Monday, January 21, 2013

Where do rumors come from?

I've finally been reading Jack Vance's Dying Earth novels. It seems a rite of passage into the inner mysteries of the dungeon-crawling hobby, after all. This will be relevant soon.

Rumors are an important part of adventuring in dungeons. It's through rumors that players often get their first pieces of concrete information about the dungeon. Without rumors, meaningful choices are difficult to make in that first foray. "Which entrance do we take?" boils down to a cast of lots without something behind it. "What are we looking for and where are we looking for it?" resolves no further than "For treasure," and "In the dungeon." In fact, it can move one step further back; often the way PCs even know there's a dungeon with treasure in it in the first place is through a rumor, though that's usually given away for free, at least at first.

We're all familiar with the old trick of the old man in the tavern/on the roadside/hanging by his toenails from an invisible petrified troll. The reason we're all familiar with it is because it is a time-tested method of rumor communication. However, unless we're in this for the silliness, we're also tired of it. Sure, you can sometimes get away with it if you steer very clear of the words "old man" and "tavern", but it's still pretty recognizable. So, how do we get rumors to our players without seeming hackneyed?

Often the answer is, "young woman in a tavern," or "grizzled man in a not-tavern" or some such. These are good answers, but let me put it to you that you can, at one stroke, tell the players about your local dungeon and flesh out your world before their eyes in an unobtrusive and wonderful way.
He saw a blue-white, green-white flicker against the foliage. It was a Twk-man, mounted on a dragon-fly, and light glinted from the dragon-fly's wings.
Liane called sharply, "Here, sir! Here, sir!"
The Twk-man perched his mount on a twig. "Well, Liane, what do you wish?"
"Watch now, and remember what you see." Liane pulled the ring over his head, dropped it to his feet, lifted it back. He looked up to the Twk-man, who was chewing a leaf. "And what did you see?"
"I saw Liane vanish from mortal sight—except for the red curled toes of his sandals. All else was as air."
"Ha!" cried Liane. "Think of it! Have you ever seen the like?"
The Twk-man asked carelessly, "Do you have salt? I would have salt."
Liane cut his exultations short, eyed the Twk-man closely.
"What news do you bring me?"
"Three erbs killed Florejin the Dream-builder, and burst all his bubbles. The air above the manse was colored for many minutes with the flitting fragments."
"A gram."
"Lord Kandive the Golden has built a barge of carven mo-wood ten lengths high, and it floats on the River Scaum for the Regatta, full of treasure."
"Two grams."
"A golden witch named Lith has come to live on Thamber Meadow. She is quiet and very beautiful."
"Three grams."
"Enough," said the Twk-man, and leaned forward to watch while Liane weighed out the salt in a tiny balance. He packed it in small panniers hanging on each side of the ribbed thorax, then twitched the insect into the air and flicked off through the forest vaults. - Jack Vance, The Dying Earth
 Sure, now that I see it in text, it seems obvious. Still, here are some possible similar answers:
  1. Rivers talk. Larger rivers not quite that often; they've grown wearier of speech than their smaller cousins, but "babbling brook" isn't just a poetic description. With the right incentive (anything from helping clear the banks of that annoying snarl of trees from last season's flood to just being nearby), a river can tell you anything that has been going on in lands it flows through.
  2. If you dance in the faerie rings in the forest, the Little People speak freely, though they might laugh at you for being so concerned with the doings of the mortal world, and you might end up with more (or less) than you bargained for.
  3. When the moon is new and the stars are out, fireflies will arrange themselves in intelligible patterns, of maps or sometimes even short phrases. No one knows what intelligence guides them to do this.
  4. The Akashic Record exists. Sometimes it impinges itself on a consciousness that hasn't gone looking to tap it. Maybe it's lonely? (This is, potentially, both a source of rumours and an adventure hook if you feel like doing a dream-dungeon.)
  5. Owls are well-known for their wisdom, or at least their loquacity. In exchange for a small morsel of fresh meat, they will happily divulge what they know of the doings of the world, and they have eyes nigh everywhere.
The above are designed to be something that happens to the PCs. Once they know they can get rumors from unconventional sources, they might go seeking them out, but the beauty of the above passage is that Liane happens upon a Twk man. He knows it's a source of rumors. Your players won't, until you show them.

Tuesday, January 8, 2013

Little gems in random treasure generation

In a previous post I said that with each trove I would also be including one randomly-generated item, just because. Boy, am I glad I did, and here's why:

The very first thing I rolled up was a Textbook of a Common Skill, Written in a Common Language with two enchantments and two embellishments. Those Enchantments were Waves and Fog; the embellishments were expensive extensive inlay and a cover of fine material edged with fur.

Oh, did I mention that the Bookbinding Properties table told me that this book was made out of stone tablets? It weighs twelve hundred pounds. I don't figure I'm spoiling this for the players because the book is around seven cubic feet, and so fairly obvious when you find it.

Given this information, I've decided this book is written in dwarvish and is called the Manual of the Sea, teaching whoever consults it Shiphandling/TL3, and allowing default rolls even without the prerequisite skills. It's bound in thick, fur-edged seal skin (elephant seal, naturally), and its letters are filled with tiny aquamarines, too small for individual sale.

I would never have put such a thing in the moathouse, and in the process of reading the dice I learned something new about my version of Greyhawk.

First, enchanters can sometimes go a little mad. They become obsessed with the creation of some masterpiece of their art; usually some extremely implausible but strangely powerful and valuable item that they go to great expense and hardship to complete. It can take years to finish, and is often made of implausible materials or otherwise reflects the partial insanity of its creator. Dwarves in particular are prone to this malady; any truly absurd item is liable to have been dwarf-work. In addition, if something keeps an enchanter in this mood from completing his work for long enough, he will go truly insane, with unpredictable effects - this is part of why there are so many towers of mad arch-mages about.

Second, the original lord of the moathouse was a sailor, both on the nearby river and on the Nyr Dyv it connects to, as a privateer for the Duke. When he was granted his title and the moathouse, he brought the Manual of the Sea with him at great expense (it was in his ship, as his 'lucky charm' - it didn't hurt that he could hide from other ships and change the conditions of engagement with its enchantments). Eventually he gave it to his son, but by that time the Temple was gaining prominence...


If you haven't, I highly recommend using some random treasure in your game. It provides a focal point for peering into the reality of the world you inhabit, sitting around the table, helping to clear away the mists of unreality just a little.

Monday, December 24, 2012

Christmas offerings

In the spirit of Christmas, here are a few ideas for situations to inflict on your players:

Goblin Christmas

A tribe of goblins (in or around your local dungeon) has a peculiar ritual: they sneak into adventurers' camps and leave 'gifts': pieces of rotting meat, skulls, filthy rags, and so on. This is a nuisance at least, but can quickly escalate if the goblins leave something foul in the bag with all the rations in it. Alternatively, they've been doing this to the folk of a local village, who want it to stop.

Turns out they're led by an obese, cowardly ogre who got it into his head that giving tribute can convince others to leave him alone, after one meeting with a bunch of delvers who promised not to kill him if he gave away some of his shinies.

Schwartze Peter

In the village of Edgesburg, the peasants have long had a tradition of leaving an offering on their doorsteps on the night of the winter solstice, consisting of a few drops of blood on the lintel from every member of the family. Over the past couple years, the new priest of the Church just founded here (to bring light to the poor pagans) has convinced them to stop this practice as both dangerous and sacreligious. Unfortunately, after this solstice passed (the night before the PCs got there, naturally), every house in the village woke to find their youngest children hung by the rafters, bloated and leaking a bituminous substance, except those few who had secretly kept up the practice.

Perhaps it has something to do with the crypt of Peter the Terrible, rumoured to be somewhere in the forest on the southern edge of the village.

Mother of God

The party's cleric or holy warrior gets a vision: his god's next avatar is to be born soon, but the mother has been abducted by an evil cult of an opposed deity, who plan to offer mother and child as blood sacrifices to their dark goddess. They've repaired to an old warren of crypts for their ritual, which will be completed when the child is born, a month from today. Can the heroes save the child and his mother before they enact their foul plan? For those delvers of a more mercenary mind, there's sure to be treasure to be gained from despoiling the hidden sanctuary, and no doubt the god will be grateful to those who rendered him aid.

The Magi

As a change of pace from digging in old ruins, a caravan has offered to hire on the PCs as guards and guides, so that they can deliver gifts from the local town to the King for his son's birthday. Of course this is in the desert. Can the PCs survive the trek across the Burning Wastes, rumoured hunting grounds of the Great Worm? What about after the unnaturally-strong sandstorm scatters the caravan, kills all the animals and other guards, and causes the gift cargo (rare spices that must be kept cool) to go missing?

For ideas around desert encounters and wildlife, I highly recommend GURPS Dungeon Fantasy Adventure 1 - Mirror of the Fire Demon. (It's also good in its own right.)