Yearly Archives: 2015

The difficult origin of Blackmoor, Dungeon & Dragons Supplement II

In my last post, I explained how Temple of the Frog, the first published dungeon, failed as a dungeon crawl and baffled the first Dungeons & Dragons players.

To unlock Temple of the Frog, players needed to treat it as a James Bond villain’s lair to be infiltrated. And after their spying ran its course, they needed to follow Bond’s playbook and call in the commandos, ninjas, or their men at arms. Players needed Chainmail for that endgame.

How did an adventure that did not work as a dungeon crawl—or even work with D&D’s rules—become the first D&D adventure in print?

Dave Arneson’s creative energy shined during his games. Gary Gygax lauded him as “the innovator of the ‘dungeon adventure’ concept, creator of ghastly monsters, and inscrutable dungeonmaster par excellence.” A session of Dave’s Blackmoor game proved so compelling that Gary staked his TSR Games on a foreign and untested game concept. (For more on the scale of D&D’s innovations, see “4 popular beliefs Dungeons & Dragons defied in the 70s.”)

The bet paid big.

BlackmoorIn the wake of D&D’s release, players hungered for more material. Supplement I Greyhawk delivered treats from Gary’s campaign, and players loved it. TSR planned the obvious follow up: a book from D&D’s other creator.

In spring and summer of 1975, Dave wrote and gathered notes. His rules for hit locations, diseases, and his concept for an assassin class would land in Supplement II Blackmoor. His megadungeon under Castle Blackmoor hosted the first dungeon crawls, but those early dungeons changed as adventurers explored them, so they resisted capture in print. See “Why Dungeons & Dragons players stopped exploring megadungeons.” Instead, Dave submitted another Blackmoor location, the Temple of the Frog.

TSR’s first employee, Tim Kask, drew the job of shaping Dave’s “50-odd sheets of mostly handwritten material and charts” into a supplement. By then, the long-promised Blackmoor supplement had been offered for sale in the Strategic Review. Gary and TSR co-owner Brian Blume gave Tim six weeks to produce a manuscript.

I tried sorting the stuff; I re-sorted the stuff. I cataloged, alphabetized, prioritized and sanitized, all to no avail,” Tim recalls. “This was a file folder full of repetitions, contradictions, duplications and complications. But not a supplement. I found three different versions of one idea, and two different approaches to another that are at odds with each other, as well as previously published guidelines.

Dave always struggled to capture the spontaneous brilliance of his game sessions on paper. For a purer sample of Dave’s campaign notes, look to his First Fantasy Campaign, published two years later by Judges Guild. After decades, Blackmoor fans still debate how these raw notes translated into play.

The Blackmoor campaign used different rules than the guidelines Gary published for D&D, so the assassin needed reworking to match Gary’s rules. The hit-location tables fit awkwardly with D&D’s abstract combat system, but they came from Dave, so they stayed. (For more on abstract combat, see “The brilliance of unrealistic hit points.”)

To complete the supplement, Tim drew from several sources. In the Monster Manual (1977), Gary credited a fellow named Steve Marsh “for devising the creatures for undersea encounters which originally appeared in Blackmoor.” Brian Blume championed the monk, which either came from Dave or from Brian after they were inspired by either the Kung Fu TV show, or the Destroyer novels, or the hit song. In 1975, kung fu action appeared everywhere.

Tim cites the Temple of the Frog as the part of Blackmoor that Dave delivered nearly ready for print. Dave even drew the published maps. As co-author of Chainmail, Gary surely understood the temple better than D&D’s new fans. Tim recalls that Gary liked offering an “example of how to construct a major edifice in a campaign.” Gary overlooked the site’s challenges. Meanwhile, Tim welcomed the temple’s pages, but he does not call the edifice an adventure. Although the temple would baffle players like me, it became the first dungeon to reach stores.

Why the Temple of the Frog, Dungeons & Dragons’ first printed dungeon, seemed unplayable

In the winter of 1977, the Dungeons & Dragons basic set introduced me to the game. Hooked, I sought everything I could find for the game. The new Monster Manual delivered a treasury of creatures—with pictures! The white box gave spells to 6th level, and then Supplement I Greyhawk raised spells to 9th level.

But Supplement II Blackmoor disappointed me. My dungeon had no room for aquatic monsters. Monks broke my notion of fantasy. Assassins invited trouble. A strange dungeon obsessed with frogs stole half the pages. Anthropomorphic frogs belonged in children’s books; not in this daring new game.

I resolved to overcome my bias against monstrous frogs. As far as I knew, no other dungeons were in print, and Temple of the Frog came from the creators of the game. Surely the temple showcased the best of my new passion, and I decided to run it for my friends.

Temple of the Frog begins with pages of backstory. Eager for a peek at an dungeon from D&D’s creators, I skipped past the dense history to the underground’s room key.

So my trouble started on that first level, where the party could easily stumble into an encounter with 200 soldiers, part of an army housed in connected barracks. On the next level, the breeding pool contains over a 1000 killer frogs. Few of these rooms include interesting content, just hordes of soldiers, frogs, and coinage. Even if my players could handle the threats, I saw no way to make it fun.

I kept setting the temple aside and then returning to it, hoping to unlock whatever secrets enabled D&D’s designers to play this adventure. I never cracked it. I did not realize you couldn’t play the temple as a D&D adventure, because it still fit the style of Dave Arneson’s Blackmoor campaign and the Chainmail mass-combat rules that spawned it. Even some of its terminology reached back to Chainmail, with creatures who “take 3 hits” rather than “have 3 hit points,” and trolls who “fight as” ogres.

The temple vexed me, but I had skipped the introduction, so I never even saw the strangest parts. The high priest, Stephen the Rock comes from a sci-fi version of our world. His +3 flying battle armor and +3 shield combine to grant 18(00) strength, 18 dexterity, invisibility, and protection from any magical, mental, or energy attacks. His +3 sword shoots lightning. He enjoys instant communication with 179 ring-bearing henchmen. Blackmoor’s version of Kang the Conqueror has a medical kit that heals any damage short of an anatomical jigsaw puzzle and a communication module that teleports to anywhere on the planet or to an orbital scout ship.

Blofeldpleasance67The high priest is a super villain. The Temple of the Frog exists as a lair fit for plotting world conquest. Like any villain’s lair, this one comes with a messy way of disposing of Mr. Bond and the henchmen who fail to kill him. Rather than piranha, alligators, or laser sharks, the temple’s trap door leads to killer frogs. Add a monorail and Blofeld could move in.

Between his wish-fulfilling gear and ordinary name, Stephen the Rock shows his origin as a villainous Mary Sue.

Dave Arneson’s campaign started as miniature battles with the players taking all the sides, hero and villain. In 1973, he collaborated with Stephen Rocheford to create a nefarious persona for the game. Pronounced Rockford, Stephen’s last name gained him the nicknames Rocky and the Rock, which led to a name for his baddie. Stephen recalls, “Dave approached me to invent an evil character that would be different from the norm in this world. Ergo, I thought and settled on a character that was not of this world of Blackmoor. My inspiration eventually was from an old episode of the original Star Trek television series. In it, Captain Kirk found a planet of Nazi’s and found the earthling, an historian, who founded it in the hope eliminating it’s excesses and organizing this society for the betterment of all in the name of efficiency. I told Dave Arneson and he was delighted.

My character was a soldier (I was an Army Officer) who crash landed in Blackmoor with several others from a spaceship. He found a village organized around a group of monks. They and the villagers thought the stranger was a very powerful wizard; in fact he was a man who used a phaser and so overawed the indigenous people that he was proclaimed the High Priest of the Monks of the Swamp.

Dave Arneson’s friend from the era, Jeff Berry, thinks H. P. Lovecraft inspired the frog theme. “You just had to have frogmen and other servants of the Old Ones infesting the [swamp],” he writes. “It gave the players something to do when they weren’t exploring the dungeons.” Dave’s exact inspiration may be the frog-like deity Tsathoggua, as described by Clark Ashton Smith in his story “The Seven Geases.” Plus, legend says that Dave used a ceramic frog from his mother’s garden as a game prop.

As Stephen’s account continues, he seems like someone playing a character in a one-on-one role-playing session. “I set about to organize a theocracy based on the worship of frogs, which were in great supply in the swamp. These frogs were bred and genetically improved over time until some special breeds grew to enormous size. A temple was erected and an Order of Monks reorganized around this hall of worship.” Stephen’s Roman Catholic upbringing led to the temple’s Catholic flavor, complete with a pipe organ and papal robes.

Eventually, rumors of a secret society in the swamp led the heroes of Blackmoor to investigate, but they came unprepared for a confrontation with the “weird guy in the robes who shot an immensely powerful lightning bolt.” They woke later in the swamp with gaps in their memory.

Blackmoor’s heroes probably never returned to the temple, but if they had, the rules would have changed—literally—to Chainmail and its mass-combat scale. D&D historian Jon Peterson explains, “How could a party of adventurers be expected to assault a temple with twenty men at its gate tower, thirty at its main gate, ten men per corner tower and a thousand guards in reserve in case of trouble? Or to deal with the first level of the dungeon, where a given barracks room might contain hundreds of men? The answer of course is to bring an army, and stage a wargame rather than a dungeon crawl.

To unlock Temple of the Frog, players needed to treat it as a James-Bond villain’s lair to be infiltrated. And after their spying ran its course, they would need follow Bond’s playbook and call in the commandos, ninjas, or their men at arms. Players needed Chainmail for that endgame.

No wonder this adventure vexed a generation of players.

Next: How did an adventure that did not work as a dungeon crawl—or even work with D&D’s rules—become the first D&D adventure in print?

Delegate to run better role-playing game sessions by doing less

If you are a game master, the easiest way to improve your game sessions might be to do less. Rather than doing all the tasks of running the game, delegate some to the players.

This lesson took me a long time to learn. I found Dungeons & Dragons in an era when gamers took the master part of dungeon master seriously. Some control freaks even thought game masters should make all the players’ die rolls to better conceal ACs and other secrets. (Hint: Don’t do that.) I never went so far, but I never considered imposing DM chores on the players. Besides, I felt happy to do the chores myself.

Years of running tables in 4-hour convention games made me change. Especially with D&D’s fourth edition, convention sessions threatened to push past the time allowed, robbing the players of a satisfying conclusion. Rather than let a session go long, I found ways to speed the game. I learned to delegate parts of the game to the players.

I've learned a lot about game mastering in rooms like this at Origins

I’ve learned a lot about game mastering in rooms like this one at Origins.

The benefits surprised me. Delegating did more than help end a session on time. It led to better games.

Typically, game masters run all the non-player characters, describe the action, track initiative, set up maps and figures, make rulings, and so on and on. The players mostly wait for the GM’s attention. A GM’s pace tends to bottleneck the pace of a role-playing session.

Delegation reduces the bottleneck at the game master. Games move faster, so everyone enjoys more time adventuring. Plus, when players gain more to do, they remain engaged in the game and have more fun.

What tasks can you delegate?

Tracking initiative. If you poll your players for initiative scores and keep track yourself, you should change your method. Unless you run games for young kids or new players, let the players manage most of the initiative. I drape initiative tents over my DM screen so that I can reference stats on the cards, but players fill the cards—even monster names—and put them in order. Typically, they call out turns. For more, see “Everything I know about tracking initiative.”

Referencing rules. Stopping a session to page through the rules robs the game of momentum. Ask your players to look things up. Usually, I just need to understand a spell and can resolve other actions until I get the details.

Drawing the battle map. If someone can draw the room while I grab miniatures, combat starts faster. Don’t bother describing every detail to sketch. Just ask someone to draw, say, a 40 by 60 room, then you can draw the doors and profane altars and other features as you describe them.

Running allied non-player characters. Whenever an NPC might take the side of the players in a fight, I always print an extra sheet with the NPC’s combat stats. My regular players lobby for the chance to run an NPC. If the ally doesn’t require bring much personality or motive, anyone can run it. If I need someone to show the NPCs’ fear of fire or hatred of magic, I pick the role players with character portraits on their table tents—the players who introduce their characters in funny voices.

Recapping the last session. When you continue a campaign, ask if anyone can recap the last session. This allows you another moment to prepare while giving you a sense of what the players considered interesting or important. Plus, you may uncover things you told the players that proved confusing or misleading.

Tracking conditions. Fourth edition Dungeons & Dragons loyalists can benefit from letting one player mark figures suffering from conditions such as bloodied, dazed and so on. If the player consistently remembers when conditions lift, then they keep better track than I ever could.

Tallying experience points. I haven’t recruited a player to keep track of experience rewards yet, but I should have started last night. After each encounter, while you still have the monsters and encounter notes in view, give the experience values to a volunteer accountant.

Track damage dealt to foes. Damage dealt is not secret information for the GM. (Seeking a tactical advantage, my Dungeons & Dragons Championship teams kept track of damage, yet that data never vaulted us into first place.) Delegate damage tracking to that player who likes to deduce monster ACs and can total 8d6 fireball damage at a glance. This player can keep track in plain sight: in dry erase on a white board or the edge of the battle map. If that proves impractical, then when a monster takes damage, have the tracker report its total damage. If the total exceeds the monster’s hit points, describe the kill.

Or let the player describe the kill. Delegate. The game doesn’t just belong to the game master. It belongs to everyone at the table.

Megadungeons in print and on the web

Perhaps few people play megadungeons, but my look at the era when megadungeons ruled Dungeons & Dragons and why few people play them anymore revealed great interest in vast underworlds. So in this post, I present the megadungeons in print or on the web.

To qualify for my mega-list, a dungeon must meet three qualifications. It must be…

  • in print or on the web in a form close to playable.
  • suitable for the focus of an entire campaign from low to high level.
  • too big to clear of traps and monsters, even as the focus of a campaign.

Most of these products attempt to recapture or update the play style of the original campaigns that launched D&D, so many use rules that emulate either original D&D or AD&D. If you prefer advantage, concentration, and armor classes that go up, you can play these dungeons with fifth edition. Just use the monster stats in your new manual and make up any difficulty classes as you go.

Barrowmaze product page
Barrowmaze System: Labyrinth Lord and original D&D
Tagline: Barrowmaze is a classic, old-school megadungeon.
Typical reviews: “This is a multi-year campaign in a book. It is an obvious labor of love. If this product doesn’t deserve five stars—easily deserve it—then no product deserves it.” – Greg W.

Barrowmaze is nearly a textbook example of how to make a compelling, well-presented dungeon module. – Grognardia

Rational: Underground tombs infested by chaotic cult
Snap reaction: With an emphasis on undead and dungeon factions, will Barrowmaze prove too much of a good thing?
Castle of the Mad Archmage product page
Castle of the Mad Archmage System: Adventures Dark and Deep, other games with the same initials, or Pathfinder
Tagline: Constructed to match reminiscences of Castle Greyhawk.
Typical reviews:Castle of the Mad Archmage is a lot of fun…The problem is that so much of feels either random, unexplainable, or silly.” – Dungeon Fantastic

“Serious old-school aficionados should put the Castle at the top of their shopping lists – Roles and Rules

Rational: The Mad Archmage, an insane demigod, wants it so.
Snap reaction: A tribute to Gary’s game that is best enjoyed through heavy nostalgia.
Dragon’s Delve
product now unavailable
Dragon's Delve System: d20
Tagline: Created by Monte Cook (co-designer of 3rd-Edition D&D) and written by Super Genius Games for dungeonaday.com
Typical reviews:Dragon’s Delve hits most of the right old school notes. There is in fact a great deal to like about it and I’m not ashamed to admit I may even steal an idea or three from it.” – Grognardia
Rational: Ambient magic? Insane wizards? The mysteries of Dragon’s Delve remain locked from my gaze.
Snap reaction: A mountain of interesting content locked behind the dungeonaday paywall. Update: The only trace of dungeonaday now on the web is an adventure drawn from its content, The Tomb-World of Alak-Ammur.
Castle Triskelion
product page
triskelion System: First edition Advanced Dungeons & Dragons
Tagline: Come and get a free dungeon room every day.
Typical reviews: None. You could be the first to review this product.
Rational: A feuding family who practiced abominable sorceries.
Snap reaction: A labor of love offered for free.
Castle Whiterock
product page
Castle Whiterock System: d20
Tagline: The greatest dungeon story ever told.
Typical reviews:Castle Whiterock is an epic endeavor that is the best adventuring product released by any company this year.” – Nathan C.

“The adventure features great encounters, adventure to be had, wonderful villains, great twists in the tale, and many hidden secrets waiting to be uncovered. On the down side, there are some tedious bits.” – Peter I.

Rational: Traps, magic, and monsters accumulated over the castle’s 1200-year history.
Snap reaction: No mere list of rooms, this product builds a campaign with numerous quests around a megadungeon.
Darkness Beneath
product page
The Darkness Beneath System: Original D&D and similar rules
Tagline: A multi-author megadungeon released in installments in Fight On! magazine.
Typical reviews: “The community megadungeon ‘The Darkness Beneath’ has turned out some very good levels, with a single exception.” – Ten Foot Pole
Rational: Undetermined.
Snap reaction: A strong but uneven anthology that ranges from inspired to silly, just like the old-school dungeons it emulates. The cutaway map calls me to adventure.
Dwimmermount
product page
Dwimmermount System: Labyrinth Lord, original D&D, or Pathfinder
Tagline: With Dwimmermount, the Golden Age has returned.
Typical reviews: “The very size of Dwimmermount may also be its enemy, a few forays into the place won’t discover much, and the levels get consistently weirder, but start very classically D&D.” – Dungeon of Signs

“Pages upon pages of minutiae.” – Binkystick

Rational: A dungeon set atop a node of primal chaos
Snap reaction: An attempt to recreate a golden-age play style that resists capture in print.
The Emerald Spire
product page
Emerald Spire System: Pathfinder
Tagline: An all-star superdungeon.
Typical reviews: “The superdungeon might feel like a long series of Pathfinder Society dungeons.” – 5-Minute Workday

“Two levels of the Spire really stand out for me and made me want to slice them out of the megadungeon and run them back to back as a one-shot or mini-campaign.” – Tor.com

Rational: An insane creature of immense power living at the bottom level.
Snap reaction: This collection of levels created by all-star contributors probably plays better if you divide the levels into separate dungeons.
Eyes of the Stone Thief
product page
Eyes of the Stone Thief System: 13th Age
Tagline: The Stone Thief rises. Enter it, find its secrets and defeat it–or die trying.
Typical reviews: “A very, very clever idea executed very well.” – The Other Steve

“The book as a whole also gives you the tools and tips to customize [the campaign] for your players.” – Addison Recorder

Rational: The dungeon is alive.
Snap reaction:  A promising example of the living-dungeon concept, backed with advice on running and customizing parts or as a campaign.
Grande Temple of Jing
product page
Grand Temple of Jing System: Pathfinder
Tagline: The dungeoncrawl that rules them all!
Typical reviews: None. This product hasn’t been released yet.
Rational: A temple to a trickster god
Snap reaction: With a catch-all concept and many contributors, expect a trap- and puzzle-filled dungeon loaded with ideas.
Greyhawk Ruins
product page
Greyhawk Ruins System: Second edition AD&D
Tagline: Enter the infamous ruins of Castle Greyhawk, the most formidable and expansive dungeon on Oerth.
Typical reviews:Greyhawk Ruins may not be a particularly inspired example of a megadungeon, but it is a megadungeon and I give it points for that alone.” – Grognardia

“A classic, illogical ‘gilded hole’ dungeon.” – Lawrence Schick, Heroic Worlds

Rational: The wizard Zagag’s mad experiments
Snap reaction: The product every player dreamed of in the 70s, released in 1990 when our expectations had changed.
Rappan Athuk
product page
Rappan Athuk System: Swords & Wizardry, original D&D, or Pathfinder
Tagline: Nothing more and nothing less than a good, old-fashioned dungeon crawl.
Typical reviews: “A TON of interesting encounters and levels. It’s also maddeningly confusing in places” – Ten Foot Pole

“I’ve been somewhat underwhelmed by a couple of levels, but at the same time, I’ve really, really liked several ideas herein.” – Thilo G.

Rational: A complex created by refugee priests of Orcus
Snap reaction: Suited to old-school DMs who somehow recruit the rare players who enjoy dungeon-only campaigns, high body counts, and unwinnable final encounters.
The Ruins of Undermountain
The Ruins of Undermountain System: Second edition AD&D
Tagline: The deepest dungeon of them all.
Typical reviews: “The dungeon itself is barely detailed, with only the major level features written up.” – Dungeon Fantastic
Rational: Another insane wizard
Snap reaction: An outline for a DM determined to create a megadungeon in the Forgotten Realms and willing to dream up the details.

Stonehell
product page
Stonehell System: Labyrinth Lord and original D&D
Tagline: Enough monsters, traps, weirdness, and treasure to keep you gaming for a long, long time.
“Stonehell Dungeon: Down Night-Haunted Halls is probably the best megadungeon published to date in any form” – Grognardia

Stonehell takes a curious middle ground between detailed set pieces, and leaving some room descriptions sparse to allow for DM improvisation.” – Dreams in the Lich House

“This is certainly one of the best works to come out of the OSR. It’s a megadungeon and it’s close to perfect.” – Ten Foot Pole

Rational: A prison where the pain and suffering attracted a powerful, chaotic entity.
Snap reaction: Highly touted by old-school fans. Adopts a concise presentation inspired by 1-page dungeon design.
World’s Largest Dungeon
product page
World's Largest Dungeon System: d20
Tagline: Over 16,000 Encounters – A mammoth dungeon unlike any other! Every monster in the SRD – And a few you’ve never seen before!
Typical reviews: “Nothing remarkable or all that memorable about it” – Jeremy Reaban

“They don’t expect you to actually run the World’s Largest Dungeon as one big dungeon. Considering that’s the only reason that anyone would actually buy the product, I find that pretty stupid.” – oriongates

Rational: A giant prison for evil.
Snap reaction: Not so much an adventure as a publishing stunt.

 

The dungeon comes alive in the mythic underworld

In 1974, dungeons tried to kill you. More than just the creatures inside, the walls and stone wanted your life. Dungeons changed when you looked away. (See page 8 of the original, brown book, The Underworld & Wilderness Adventures.) Doors closed on their own accord, and then you had to force them open. The dungeon helped its monstrous allies kill you. Doors opened for them. “Monsters are assumed to have permanent infravision as long as they are not serving some character.” (See page 9.) Dungeons had one-way doors and gently sloping corridors that lured prey deeper and closer to their deaths. Did the architects of these dungeons aim to foil explorers, or do the walls themselves bend to snare them? Was the door you went through earlier one-way or just gone now.

dungeon table at Gen Con 2015

Decades after the dungeons under Castle Greyhawk and Blackmoor launched the game, players grew interested in recapturing the style of those old megadungeons. But D&D had matured. Even players bent on remaking the past wanted to drop or explain the most preposterous elements: Monster populations that defied any natural order. Walls that changed between visits. Doors that opened and closed to frustrate intruders.

So gamers looked for ways to account for the weird essence of those classic dungeons.

Jason “Philotomy” Cone popularized the idea of a mythic underworld, which justifies the strange things that happen in those old dungeons by embracing the unreal as part of a place’s nature.

There is a school of thought on dungeons that says they should have been built with a distinct purpose, should ‘make sense’ as far as the inhabitants and their ecology, and shouldn’t necessarily be the centerpiece of the game (after all, the Mines of Moria were just a place to get through). None of that need be true for a megadungeon underworld. There might be a reason the dungeon exists, but there might not; it might simply be. It certainly can, and perhaps should, be the centerpiece of the game. As for ecology, a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it.

For more about Jason’s concept, see page 22 of Philotomy’s Musings, a PDF that mimics the appearance of the original D&D supplements.

When Jonathan Tweet and Rob Heinsoo created their “love letter to D&D” in the 13th Age role playing game, the mythic underworld probably inspired their notion of living dungeons.

Other special dungeons, known as ‘living dungeons,’ rise spontaneously from beneath the underworld, moving upward steadily toward the surface as they spiral across the map. Living dungeons don’t follow any logic; they’re bizarre expressions of malignant magic.

The game charges heroic adventurers with the goal of slaying living dungeons. “Some living dungeons can be slain by eliminating all their monsters. Others have actual crystalline hearts, and can be slain by specific magic rituals whose components and clues can be found among their corridors and chests.

The concept even explains why a living dungeon might offer adventurers clues to its secrets. “More than one party of adventurers has observed that most living dungeons have some form of a death wish.

Adam Dray gives the best sense of the concept’s flavor.Like any good monster, the living dungeon wants to kill. It’s a mass murderer, gaining more and more power as it takes life. Like a clever virus, it knows that it can’t just instantly kill anything that enters it. It seduces and teases. It lures people into its depths with the promise of treasure.

If you like the living dungeon concept, in “I, Dungeon,” Mike Shea gives more ideas for a living dungeon’s motives and vulnerabilities.

Some 13th Age reviewers found the living dungeon concept too fanciful. For them, the biological whiff of the concept of a burrowing dungeon felt too dissonant.

For me, I think the mythic underworld resonates when it feels less alive and more haunted or cursed. Not cycle of life, but living dead. Stones that echo with so much hate and hunger and chaos that they mock life.

To make such a dungeon frightful, avoid putting a face to the wickedness. The evil cannot manifest itself as a ghost in a sheet or as a personified “Dungeon Master” working controls at the bottom level. For inspiration of a haunted place look to 1963 movie The Haunting, which never shows ghosts but proves scarier for it. Or see the 2006 movie Monster House, which my kids couldn’t bear to watch through to the end.

Imagine a place, perhaps one haunted by a massacre or some other legendary wickedness, perhaps one abandoned by god. This site devours all that is living and good that intrudes. It hungers to snuff more lives, so perhaps it pulls gems, gold, and lost treasure from the depths to lure more victims. Imagine a place that seems to summon—or perhaps even create—malign horrors to infest its halls. Imagine a place that waits to test the boldest heroes.

Next: Megadungeons in print and on the web

Why Dungeons & Dragons players stopped exploring megadungeons

In my last post I wrote about how Dungeons & Dragons creators Dave Arneson and Gary Gygax built their campaigns around huge dungeons that grew and changed. These megadungeons enabled Dave and Gary to run campaigns for dozens of players. On any day, they could host games for whoever happened to show up for a session.

Even though the megadungeons under Greyhawk and Blackmoor became the foundation of Dungeons & Dragons, such dungeons rarely see play anymore. Why not?

Players never saw any examples. Originally, Gary thought that players would never pay for published dungeons. After all, players could easily make up their own. Despite this belief, TSR distributed the first published dungeon, Palace of the Vampire Queen. Strong sales proved Gary wrong, and so he set to publish his own dungeons.

But Gary’s megadungeon under Greyhawk Castle seemed impossible to capture in writing. As adventurers explored and plundered, the dungeon changed constantly. New monsters wandered in to take empty rooms. Whenever the players’ attention turned, the layouts of old levels subtly changed. Entire new levels appeared. Most of the content lay in one-line descriptions, or worse, locked in the heads of Gary Gygax and co-dungeon master Rob Kuntz. Decades later, Gary wrote, “If we handed over the binders containing the maps and the notes, I don’t think even the ablest of DMs would feel empowered to direct adventures using the materials.”

So rather than attempting to capture Greyhawk Castle, Gary opted to publish adventures that he had created for D&D tournaments at conventions. For instance, the official D&D tournament at Origins ’78 ran the G1-3 adventures. The choice to publish such adventures changed the development of the game. D&D players everywhere saw Gary’s published adventures as a model. Instead of patterning their games after a megadungeon like the one Gary played at home, players imitated adventures created for a few hours of competition.

The Ruins of UndermountainIn 1991, TSR finally published The Ruins of Undermountain, its first megadungeon in print. Undermountain appeared in a box with maps and with booklets that sketched out encounter areas. This outline mirrored the terse descriptions and evolving notes that Gary Gygax used for Greyhawk Castle, but the sketch failed to satisfy DMs accustomed to publications ready for play.

Perhaps locking a megadungeon in a box kills it. Printed pages cannot capture the dynamic essence of those original levels.

The ecology and rational of megadungeons seemed ridiculous. From they start, players struggled with the logic of megadungeons. Where did all those monsters get their food or leave their waste? Where did the creatures and treasure come from? Every dungeon master invented an insane wizard as an architect for their game’s underground sprawl until the notion became trite.

In the little, brown books, Gary suggested dungeons with layouts that always changed and grew to “maintain freshness,” but that made the megadungeon even more implausible.

Then Gary published adventures that featured a logic sometimes called Gygaxian naturalism. Monsters had lives of their own that involved feasting, scheming, sleeping, and everything but waiting for heroes to come kill them. Rather than wandering monsters living in defiance of reason, we saw giants and drow in their steadings and vaults. For many players, the giant- and drow-series adventures set an example that killed the megadungeon.

Soon, any DM peddling a megadungeon had some explaining to do. For instance, The Ruins of Undermountain kept to the insane wizard trope, then added magic that continuously gated in fresh monsters from across the Realms, and deep entrances that allowed creatures from the Underdark to well up.

Play styles expanded. Sometime in the middle of the 70s, for the first time ever, a party of adventurers visiting the inn met a hooded stranger with a job that needed doing. D&D expanded beyond a series of dungeon expeditions aimed at claiming treasure. Players began to favor games that mixed action with story. Kicking in endless doors to fight and loot turned from fresh and thrilling to a tiresome slog. Today, avid D&D players can claim that they don’t like dungeons or can say that their best games lack any combat. Even those of us who like dungeon crawls want to see some daylight and a plot.

Computers do megadungeons better. In 1979, computer games like Akalabeth and Temple of Apshai took gamers into megadungeons and started an electronic-gaming genre. Dungeon crawls limit players’ options, so they offer an easy premise for a computer game. See “How the dungeon crawl’s advantages propelled Dungeons & Dragons to success.” With a computer DM, players can explore anytime. Digital dungeons offer faster play and better graphics. For players who just want to visit a sprawling underworld to kill monsters and take their stuff, electronic games probably offer a better experience.

Can a megadungeon work today?

A clever design can avoid the problems that pushed megadungeons out of play.

A story-centered game can take PCs into a megadungeon to accomplish more than looting. For instance, when Monte Cook created his superdungeon The Banewarrens, he paired it with overarching plot. Players don’t raid the Banewarrens just to loot. Instead, the story leads to objectives that require missions into the place.

Many megadungeons avoid monotony by introducing levels or zones centered on unique themes such as crypts, flooded sections, or fungus gardens. Even the levels under Castle Greyhawk followed themes that grew more exotic at deeper levels.

A megadungeon design can add intrigue by borrowing a page from The Keep on the Borderlands and adding factions of monsters. Players can join a side or play one against another. Factions under attack will bring reinforcements, creating more interesting battles, and giving players a reason for caution. The stories “Red Nails” by Robert E. Howard and “The Lords of Quarmall” by Fritz Leiber helped inspire the concept of dungeon exploring. Both yarns centered on feuds and intrigue.

A world of fantasy offers plenty of possible justifications for the strange things in the underworld. More on that in my next post.

A megadungeon (and a live DM) can create player agency and tests of ingenuity that no computer can match.

Although good design can yield a megadungeon that proves fun to play, ordinary dungeons can being the same advantages. Today’s gamers tend to create megadungeons to foster nostalgia or to enable episodic play.

Next: The dungeon comes alive in the mythic underworld

When megadungeons ruled Dungeons & Dragons

In the early 70s, as Gary Gygax developed Dungeons & Dragons, he played the game seven times a week. He wrote, “As I worked at home, I did not schedule play sessions, but when a gamer or two dropped in on a day, I made haste to finish immediate work and put on my DM’s hat. Evening games with the regulars were generally scheduled a few hours or a day or two ahead.” Weekend games included 10 to 20 players.

How did Gary referee his ongoing Greyhawk campaign for a cast of characters that changed completely from session to session? (Nowadays, dungeon masters like me stretch to keep one or two absent PCs from upsetting our game’s plot.) How did Gary create material for so many games? (I always scramble to prepare one game a week.) In 1974, as Gary focused on publishing D&D, he began sharing campaign duties with a second referee, Rob Kuntz. (I would never dare attempt collaborating on a campaign with a second dungeon master.)

The secret to all these feats lay in the design of the 12+ level megadungeon under Greyhawk Castle.

Level 1 of the dungeon under Castle Greyhawk

Level 1 of the dungeon under Greyhawk Castle

Like Gary, D&D co-designer Dave Arneson ran a campaign for a large and fluctuating pool of players. Dave managed with his own megadungeon below Blackmoor Castle.

Every game session mounted a new expedition into the dungeon, so the particular cast of characters never mattered. These megadungeons enabled a style of episodic play that made those original campaigns manageable. Al from Beyond the Black Gate described the advantage well. “The scale and scope of the Megadungeon makes it friendlier to episodic play than for the more common ‘clear the dungeon’ style of play. The Megadungeon is the perfect place for short, engaging adventures in a compelling environment (even if those sessions just happen to combine into one long campaign).”

Gary never needed to adjust a session’s difficulty to party size or experience, because players could chose a difficulty by choosing how deep to delve. The game awarded more gold and experience to players who dared the lower levels. See “Why D&D characters get tons of gold and nowhere to spend it.”

Today, we tout the value of sandbox play, where players can take the game in any direction they want without feeling corralled by some story in the DM’s head. DMs tend to expect sandbox play to require improvisation and in-game adjustments. For instance, the designers worked to make much of the Princes of the Apocalypse adventure play as a sandbox. When I talked to dungeon masters about running it, we always focused on the challenges of preventing the PCs from straying into certain death.

The megadungeon let Dave and Gary to act as referees rather than dungeon masters—that term would not see print until the game’s second supplement Blackmoor in 1975. They could run a game entirely from notes, wandering monster tables, and the whims of the dice. If megadungeon referees choose, their campaigns never needed improvisation or in-game meddling. This gives players more control over their characters’ fate—more player agency—than in typical modern games.

Gary kept preparation manageable. He wrote, “I usually made one-line notes for my dungeon encounters, from around 20 to 25 of same for a typical level done on four-lines-to-the inch graph paper—a few more on five-, six-, or seldom used 8-line graph paper. The other spaces were empty save for perhaps a few traps or transporter areas and the like.” He and Rob Kuntz kept notes. “When the encounter was eliminated I simply drew a line through it, and the place was empty for the foreseeable future. I’d give Rob the details of any session he was not at and vice versa, so we winged all of [the campaign management]. Sometimes a map change and encounter key note of something special in nature was made, but not often.”

On page 4 of the original, brown book, The Underworld & Wilderness Adventures, Gary made a megadungeon a requirement for play. “A good dungeon will have no less than a dozen levels down, with offshoot levels in addition, and new levels under construction so that players will never grow tired of it. There is no real limit to the number of levels, nor is there any restriction on their size (other than the size of graph paper available). ‘Greyhawk Castle,’ for example, has over a dozen levels in succession downwards, more than that number branching from these, and not less than two new levels under construction at any given time. These levels contain such things as a museum from another age, an underground lake, a series of caverns filled with giant fungi, a bowling alley for 20’ high Giants, an arena of evil, crypts, and so on.”

The Doomvault from Dead in Thay

The Doomvault from Dead in Thay

Although folks don’t play megadungeons much now, the places remain uniquely suited to episodic play with multiple parties exploring the same space. Scott Fitzgerald Gray ingeniously used those strengths when he wrote the adventure Dead in Thay for a D&D Encounters season. The Encounters program lets players drop in a game store for a night of D&D. Different players may come for any night of play, shuffling each table’s adventuring party.

At first, the program managed these fluctuations by requiring every table to play the same episode in the adventure. The format limited players’ choices to battle tactics.

In Dead in Thay, each table launches their own, unique foray into a megadungeon called the Doomvault. By creating the sort of dungeon that made the Greyhawk and Blackmoor campaigns work, the season rediscovered some of the format’s advantages: episodic play for whoever attends, the freedom of a sandbox where players can change the environment, and manageable cooperation between dungeon masters.

When Shannon Appelcline looked back on the adventure, he wrote, “For the most part, Dead in Thay is a classic, old-school dungeon crawl of the sort you could find back in the ‘70s. However, it presents a more mature, more active dungeon, where the rulers of the realm can react to the players’ actions…and where the players themselves could change an environment.”

Next: One surprising reason Dungeons & Dragons players stopped exploring megadungeons

Running Shackles of Blood: Making the good adventure into a great session

The free, issue 4 of Dragon+ includes the Dungeons & Dragons module Shackles of Blood by Joshua Kelly. This adventure comes from the Adventurers League Expeditions program. Normally, this program only lets you play such adventures in public venues such as game stores and at conventions, so the download introduces home players to the program. Shackles of Blood features a turning point in the Rage of Demons storyline, and concludes with an unforgettable final battle.

Shackles of Blood flooded arena

Shackles of Blood – the finale in a flooded arena

At this year’s Gen Con, I ran Shackles of Blood several times. Now, I will tell you how to make this good module into a great play experience.

If you plan to play this adventure, stop reading now. But if you intend to run it as a dungeon master, or simply want to peer under the hood with me, keep reading.

The dungeon master’s dilemma

The thorniest aspect of Shackles of Blood stems from the way leads characters into a virtually unwinnable encounter. The set up serves the aim of capturing the PCs so they wind up in that great final battle. During one session I ran, when the players’ capture left them feeling defeated, one said, “Don’t worry, this just leads to the last encounter and, trust me, you want to play the last encounter!” He had already playtested the adventure.

At Gen Con, the dungeon masters running Shackles felt conflicted about sending players into an encounter they could not expect to win or even avoid. Most DMs feel that railroading ranks as the worst abuse of their power. To be fair, none of the players at my tables felt railroaded. They had never read the adventure, so they never knew it was a setup.

The setup

The adventure begins with PCs charged with finding a family of halflings, the Tinfellows, who disappeared from a valley near the city of Hillsfar.

Meanwhile, a group of Hillsfar’s Red Plume guards plots to capture the PCs so they can be forced to fight in the city’s arena. Even if the PCs avoid an ambush, their investigation leads them to be overwhelmed by Red Plumes firing crossbow bolts laced with sleeping poison.

Tactics for the Red Plumes

When the Red Plumes battle the PCs, they fire crossbow bolts until one of the PCs fails a save and falls unconscious. Then a Red Plume can bring a knife to the sleeping character’s throat and the demand surrender in exchange for the character’s life. Of course, he’s bluffing, but the players will typically stand down. Because they chose to surrender, they feel like heroes opting to fight another time. Any PCs who call the bluff become the focus of attack.

In the battle with the Red Plumes, avoid letting the PCs scatter so that some escape. Hold a few Red Plumes back at the perimeter of the battle. Some PCs may still use invisibility or other tricks to get loose. If they succeed, a divided party makes running the adventure a bit more challenging, but the free PCs will trail any captives.

Plan B

If the players manage “the impossible dream” of escaping the Red Plumes, the adventure supposes that the party will return to their patron. (They probably won’t. See “Choices players never make.”) She tells them to get captured intentionally. After the players win against impossible odds, they must go back to lose on purpose. How unsatisfying!

Normally, players would trash a lousy plan that puts them in shackles and deprives them of their gear, but for the sake of the adventure, they will abide. Then you, as the DM, must improvise a narrative that puts players into chains.

Dismantling that unseen railroad requires a better plan B. Here is what I recommend.

In the unlikely event that the players escape capture during their investigation, they cannot rescue the entire family of Tinfellows. In my tweak, the players can rescue some of the Tinfellows, but most have been sent ahead to the arena at Hillsfar. Now, whether the players get captured or not, they must return to Hillsfar to rescue Tinfellows from certain death.

This pursuit leads the PCs to a meeting with Margery “Mags” Thrier outside the Hillsfar arena.

Unless your table features the first-ever all-human band of adventurers since the era of little brown books, the party must find a way to get their non-humans into Hillsfar and to the arena. Some party members might adopt disguises—it works for Breex Vandermast. Others could pose as captives bound for the arena. If you prefer to avoid this challenge, move Mags and the slave market outside the Hillsfar gates.

Mags explains that she purchased the Tinfellows legally and refuses to relinquish her property without compensation. The Tinfellows languish somewhere deep under the arena, slated to fight, and undoubtedly die tomorrow. If the players would be willing to trade places in the upcoming battle, Mags will set the family free.

Mags’s pet Goliath tries to startle the players. When they prove their nerve, she questions them about their combat experience. Inevitably, some party members will rise to pose as tough guys.

If the players worry that Mags will betray them, she steps to a betting kiosk and places a bet on the PCs in the next day’s battle of the bell. “Now if you lose, I lose, but I have a feeling about you lot.”

Once the players agree to take the Tinfellow’s place, Mags warns that if they fail to fight, the Tinfellows will fight, and die, in an upcoming contest.

Because of the non-human PCs, the entire party must surrender to the guards and go to that cage on the arena floor.

Dismantling the railroad

Now that you have a plan B that leads to the final encounter, you don’t need the PCs to lose to the Red Plumes. Instead, that confrontation can end in a draw or even a win. The Red Plume captain has no reason to see his men die in a fight with the PCs. If the players slay a couple guards, I suggest having the captain call a truce. He can tell the players that the Tinfellows have already been sold to Mags at the arena in Hillsfar. He might even promise not to take any more captives from the hills. You can decide whether he tells the truth.

Meeting Breex Vandermast

The half-orc sorcerer Breex Vandermast serves as the adventure’s final villain.

Whether the players find themselves on the arena as willing or unwilling fighters, they must meet Breex before the battle. This can happen as written, on the road to Hillsfar, or later with the PCs caged on the arena floor.

Either way, Breex tells the PCs how much he will relish seeing them die in the arena. He taunts the non-human characters for their filthy taint, and then turns his disgust on the humans for joining such rubbish. Describe Breex’s filed down canine teeth. Tell how his ears appear clipped to a human roundness, and how he wears a powder that lends his skin a more human tone. When the players identify Breex as half orc, I guarantee that his hypocrisy and bigotry will inflame them. During the arena contest, my players searched the stands for Breex, eager for a chance to strike at him.

The Bell in the Depths

The adventure ends with a battle in the Hillsfar arena that pits the PCs against a team of halfling gladiators. The contest spans platforms erected over the flooded arena floor. Both sides race to ring a bell atop a central tower.

Describe the battleground as fenced and flooded enclosure on the larger arena floor. That way, when blood-crazed spectators spill onto the floor to climb the pool’s walls and tear at its bolsters, its collapse and sudden draining seems inevitable.

Shackles of Blood - drained arena

Shackles of Blood – drained arena

In the battle of the bell, a 15-foot gap separates the halflings’ tower from the bell tower. The halfling thugs have a 15 strength, so they can jump that gap. This means that if the halflings win initiative, they could ring the bell before the players even act. Let the halflings’ overconfidence and their urge to preen for the crowd slow their assault on the bell. On their first turn, the thugs take positions on the bell tower.

The halfling spies can use Cunning Action to gain an extra dash action on their turns. If the halfling druid casts Longstrider on a spy, the ally can cross the arena quickly and assault any PCs who choose to stay on their tower. In my sessions, the druid never managed to concentrate on Barkskin long enough to matter, so Longstrider made a better buff. Because the druid lacks long-range attacks, don’t make him an easy target. Instead, he buffs allies and carefully advances into Thunderwave range.

A halfling who uses a dash action can swim the 4 squares from a starting tower to an assault tower in a single turn. That pace brings them out of the water before the quippers can attack.

Don’t bother holding Breex’s entry until all the halflings have been incapacitated. Bring him out when the contest starts to lull. The players will be eager for the showdown.

As the Red Plumes struggle to quell riots, the PCs will have no trouble rescuing the Tinfellows. After prevailing in the arena battle, the players will feel they earned this easy success.

How to forge the most epic multi-table role-playing event ever

Third-edition Dungeons & Dragons reached stores in 2000. Its popularity fueled a number of “living” campaigns similar to today’s Adventurers League and Pathfinder Society. One such campaign, Living Arcanis hosted an event called The Battle of Semar at the Winter Fantasy convention. This event billed itself as a Battle Interactive. Before then, living campaigns held plain interactives. Paizo Publisher Erik Mona recalls, “Prior to Living Arcanis, most (if not all) interactives involved players wandering around a room with several ‘activity booths,’ occasional mini-adventures, and other non-adventure opportunities. The idea (though not wholly the practice) was that once you stepped into an interactive, you ‘were’ your character, and in-character chatter was highly encouraged.” The Battle of Semar gathered many tables of players to fight together toward the common goal of freeing the fortress city of Semar. The session might not have been the first such epic event, but it popularized the form. Suddenly every living campaign sponsored battle interactives. The format lives on in the D&D Epics and the Pathfinder Society Specials.

These multi-table, epic events have brought some of my favorite Dungeons & Dragons game sessions. At big conventions, they gather hundreds of players into a ballroom, where they cooperate to reach a common objective.

Just 3 years ago, I stumbled into serving as a dungeon master in my first such event: ADCP4-2 Lost City of Suldolphor by Dan Anderson. I had a blast. Since then, I’ve run tables at five epic events, and played in two more. Still, that first one stands as my favorite.

ADCP5-2 Best Defense Battle Interactive

ADCP5-2 Best Defense Battle Interactive

This year, after running a table for DDEP2 Mulmaster Undone, the first of Gen Con’s two Epics, I tweeted, “Have the D&D Epics lost the plot? Recently they are fun but not special.” The event gave no sense of adventuring parties joining in a grand endeavor, and no interaction between tables.

The convention venue created many of the problems: Organizers could not use a public address system. They could not project results on a large screen. The schedule created severe time constraints. By the end, when the organizer would have announced results, the convention center cut the lights and power. But even aside from these handicaps, this Epic lacked the ambition of my first Battle Interactive.

The experience made me think of my past events, the many elements that I loved, and some elements that fell flat. I wondered how to build the best multi-table epic ever.

For more than 10 years, volunteers and professionals in the gaming community have written and organized these events. Some draw on experience that dwarfs mine. So who am I to explain how to create the most epic event ever? Nobody. Nonetheless, I will tell you what made my favorite events so good, how future events might even be better, and I’ll try to give you your money’s worth. If no one sounds off to tell me where I’m wrong, I’ll be disappointed.

Gather the room with a role-playing performance

The Lost City of Suldolphor did not begin with a dungeon master reading box text. Instead, Dan Anderson and M. Sean Molly stood at the front of the banquet hall, and performed as WeavePasha and Ala’Ammar, the adventurers’ patrons. This bit of theater did a far better job of setting the scene than any lone DM could have. Plus it brought the room together in a common mission. From the start, we were no longer separate tables isolated in our separate teams. We stood as a league of heroes standing together in a great fight.

No battle interactive or epic should ever begin with individual DM’s introducing their tables to the adventure. Setting the scene calls for a bit of theater. Don’t tell me our hobby lacks enough story tellers and role players to put on a show.

Establish a goal for everyone, and then show their progress

Epic events unite players at many game tables to reach a common goal. Each table’s success contributes to the final outcome. While players at the tables race to win battles, the event’s organizers create a game within the game to track progress toward winning—or losing—the war.

These events work best when the organizers use a projector to display progress: battles won and lost, territories captured, and MacGuffins claimed. The players may not know the rules of the game within the game, but they must see how its outcome turns on their actions.

Without an ongoing show of progress, epic events play less like games and more like tests: Everyone works alone, stops, and then gets the results. The lack cripples the event.

Embrace the fight for glory

Especially at Gen Con’s Epic events, the marshals who match players with DMs face an extra challenge: Many of their DMs are new to running for strangers, so they want easier, low-level tables. Meanwhile, high-level tables fill most of the room. For epic events, players typically bring their highest-level characters. Everyone wants to show off their strongest character; everyone wants their best shot at glory.

With a big stage and a shared goal, epic events fuel gamers’ competitive fire. They want to bring attention to their table and to their characters. This makes players rush to complete as many challenges as possible, to contribute as much as possible to the community’s success, to bring glory to their table and their PCs. The urgency creates an electric atmosphere that no single-table session can match.

The best epic events embrace the hunger for glory. They offer more challenges than the players can handle and the hardest challenges the players dare to accept. Players inclined to fight for the spotlight should have a chance to take it. Just as knights once competed to take the vanguard in the battle, tables could compete to take the most dangerous—and glorious—tasks. For a taste of glory, some players will even sacrifice beloved characters to suicide missions.

Focus on combat encounters and clear challenges.

A year after my first battle interactive, I served as a DM in my second. For me, this session didn’t feel like as much of a smash has that first event.

This adventure featured an assortment of challenges contributed by various authors. Some of the challenges came as battles, others offered skill challenges or even role playing diversions. Something for everyone, except the battlefield reports on the projection screen kindled my players’ taste for glory. When the adventure led to role playing, they grew frustrated by the pace. The organizers wanted a certain number of parties to tackle each encounter, so I could not always steer the players to challenges that would suit them. I worry that I failed to leave all the players happy with the session.

Fifth-edition D&D accommodates all play styles, but not every event must fit all play styles. D&D epics work best with short, clear missions. The Living Forgotten Realms Battle-interactive adventures included this disclaimer: “This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this adventure.” A good epic event might allow players to choose role-playing challenges, but it cannot require them. When the event results begin to appear on the screen, few players have patience for tangents. An epic event that forces every play style fails to play to the epic format’s strengths.

Offer players a choice of challenges

This year at Gen Con, I ran a table at the low-level track of DDEP3 Blood Above Blood Below. The scenario put PCs in a gladiatorial contest that evoked the spectacles of imperial Rome. Scattered across a massive, flooded arena stood a number of platforms patterned after the cities on the Moonsea. For example, the Mulmaster platform punished characters who used arcane magic. Characters boarded boats and raced to capture flags from the platforms.

This buffet of challenges proved brilliant. From a distance, the PCs could see enough of each platform’s encounter to create meaningful choices. Players selected targets that suited their interests and their characters’ strengths.

The abundance of islands led players to move as fast as they dared to tackle as many challenges as possible. Critically, no table could collect all the flags.

In the same event, another track included a single, big challenge. I loved the track’s adventure, but some tables finished early and their players started begging for chances to help at other tables.

Epic events should always have more challenges and more encounters than any single table can complete in the time allotted.

The choice doesn’t have to come from a buffet. Players could also choose from a menu, with scouting reports that suggest the style a difficulty of the challenges.

Let players find a difficulty level

An epic event at a major convention welcomes a range of players and characters. Some tables feature folks still learning the game. Others include tacticians and min-maxers seeking to dominate encounters, the harder the better. Events like the Lost City of Suldolphor accommodated disparate skill levels by giving players a chance to choose a level of difficulty ranging up to glory—there’s that word again. The tactical gamers could flaunt their skills by selecting the most difficult level. Plus, they could hardly complain if some of their heroes fell in battle.

A clever event could even allow players to select a difficulty with the in the game setting. In the early days of D&D, players chose a difficulty level by choosing how deep into the dungeon they dared to explore. Epic events could parcel out missions of various difficulty and let tables choose which ones they wished to tackle.

Harder challenges might contribute more toward victory, although the contributions must be scaled by tier so even beginning PCs can weigh in the outcome.

Set party objectives that contribute to the overall goal

Some multi-table events have a shtick where a boss monster visits each table like the bride and groom at a wedding reception. Each table gets an exchange of attacks, schedule permitting.

Confrontation at Candlekeep put PCs in towers and flew a colossal dragon to each. I saw a PC jump on the dragon and ride table to table. The player was giddy. In an unforgettable moment of glory, he seized the spotlight at every table. The event led the designer to add the tactic to the encounter description.

However, these multi-table tours suffer drawbacks. When the boss leaves, no one at the table wants to go back to fighting mooks. That battle feels now meaningless, and probably is. Then when the boss finally falls, most players just hear cheers from another table. Most do not share the victory, or even feel they contributed much. The climactic win feels like a letdown. At a big con in a noisy room, I have sat at tables that never even heard their battle’s conclusion.

In the strongest multi-table finales, each table works to accomplish a separate objective that contributes to the overall goal. Perhaps each table must destroy some fragment of an artifact, or close a planar rift while monsters spill out, or slay a creature that carries a fragment of the master’s soul. Fantasy opens limitless options and plenty of monsters for everyone.

Foster interactivity

Without interaction between tables, epic events feel much like any other D&D game, so designers keep looking for ways to encourage interaction. I’ve seen promising techniques, but none have cracked the problem.

Many events let players call for help from other tables. But in play, players virtually never seek help. Folks play D&D to act as powerful heroes. No one wants to beg help from strangers. They would rather die fighting.

Another approach lets events at one table spill to other tables, as when a hero at one table jumps on a dragon and rides it to the next. Most commonly, the head DM announces an event when, say, a table completes an objective, and then DMs at the tables act on it.

A multi-table battle needs these sorts of events to feel interactive, but they create challenges with communication, interruptions, and for me at least, information retrieval.

I’ve seem two types of communication: table flags and announcements. Table flags let players at one table call for help. In other words, they go unused. Announcements broadcast events and conditions to the room. They work fine, especially in quieter venues, but they don’t suit messages to just a few tables.

Event announcements create interruptions. In practice, I cannot stop a player mid-turn to resolve some new event, so I have to wait and find the right moment. Sometimes, when I like the pace and energy at the table, I am slow to add a new ingredient. In practice, interaction is worth a few interruptions.

When interruptions come, I must find the rules for the new event in the adventure. Modules tend to describe an adventures progression in the order of events, but interruptions come out of order. The description could be—and has been—anywhere in a hundred-plus pages. I hate stopping the action for even a minute while I go hunting.

I would enjoy seeing interaction created by passing items like keys, scrolls, clues, and PCs on dragons from one table to another. For instance one table’s success could unlock challenges that another could tackle. This sort of interaction could be driven by handouts that explain the new event to the players and provide a page number for the DM. This sort of messaging might come with an order of communication, so the DM at table 5 knows to pass the key to table 4, and that if the creature escapes, it goes to table 6.

Create decisions for the room.

Some Battle Interactives offered another trick for uniting the room. They created decisions to be shared by the players in the room. For instance Lost City of Suldolphor had players decide whether enslaved elementals should be freed or whether they should remain bound to improve the odds in an upcoming battle. ADCP5-1 Home’s Last Light asked players to decide whether to destroy a city so its invaders would gain nothing from capturing it. Both ethical questions gave players a chance to step into their characters head and contribute to the decision in a bit of role-playing.

A dungeon master’s guide to Glyph of Warding

From the beginning, Dungeons & Dragons has included a few spells for dungeon masters. In my last post, I cited Magic Jar as inspiration for adventure. Player characters won’t cast it, but villains might.

In today’s game, Glyph of Warding caters to DMs. PCs rarely have lairs and virtually never find them raided by murderous treasure hunters. Glyph of Warding protects lairs and treasure, so PCs don’t cast it anymore.

They used to cast it.

dungeon_adventureIn the game’s early days, PCs might rest in the dungeon and use a glyph to defend against wandering monsters. PCs might build strongholds to defend. DMs might even send thieves after the players’ treasure. Back then, many DMs thought angry players were just sore losers.

Also, older rules allowed players to misuse the glyphs. For instance, they would put evil-sensing, exploding glyphs on things like arrows, and then pose as either Green Arrow or Hawkeye, depending on favorite color. Fifth edition ends such hijinks by ruling that moving a glyph more than 10 feet breaks it.

Now the Glyph of Warding serves you, as a DM, and the villains you control.

Traditionally, glyphs appear as traps in empty crypts and on treasure hoards, but glyphs work best as defenses in combat encounters. A cunning wizard or cleric would plant glyphs in the throne rooms, arcane laboratories, and chapels where intruders might attack.

As a tool for Evil, 5E’s Glyph of Warding opens plenty of room for abuse. I could let an evil wizard advise you on how to use glyphs, but he would lead you too far. Angry players are not sore losers. Even though your villain has the means to create glyphs that would frustrate and destroy the PCs, you need to devise wards that simply challenge the party. Good games come from fun, challenging, and winnable encounters.

Triggering a glyph

For a glyph to help defend the dark lord’s lair, it must spare servants and henchman. The spell offers several options: If the lord only employs drow or undead, a glyph could spare those sorts of creatures. A master with only a few allies might award them talismans that let them pass some glyphs. Servants could be trained to avoid others.

Long before D&D grew to embrace mystery and intrigue, Gary Gygax created the Detect Evil spell. Since then, Know Alignment made getting away with murder impossible. Following Pathfinder’s lead, 5E purges all the spells and abilities that reveal alignment—except for Glyph of Warding. I suspect the designers overlooked this loophole. Unless you want a world where trials begin—and messily end—with the accused forced to walk over a glyph that blows up evil creatures, ignore the alignment trigger.

Spotting a glyph

Glyphs are nearly invisible and require a successful Intelligence (Investigation) check against the caster’s spell save DC to spot. In a combat encounter, let characters take an action to attempt to find all glyphs within, say, 5 feet.

Helpful spells

Through third edition, Glyph of Warding specified that casters could only store a “harmful” spell. This prevented casters from scribing helpful glyphs on the pages of a book, creating a collection of self-casting scrolls. Still, the word “harmful” left plenty of room for interpretation. For example, spells that unleashed negative energy could heal undead.

The fifth-editon spell drops the word “harmful.” I suspect that the designers felt the word lacked rigor, and that making glyphs immobile made non-harmful glyphs impractical to adventurers. After all, stationary glyphs can’t become self-casting scrolls. But for an evildoer defending a lair, helpful glyphs create a sort of lair action. Casters could store healing spells on the floor of their cult headquarters, each to be triggered with a step. They could lay a path over Stoneskin and Greater Invisibility glyphs. In 5E, a spell triggered by a glyph lasts its full duration, without any need for concentration. A caster could trigger a series of buffs as part of a move action, and bypass all their concentration requirements.

As an encounter designer, a helpful glyph sprung out of view just adds a power to a villain’s stat block. You admire the villain’s (your) ingenuity, but the players never see it. To be interesting, an enemy needs to trigger a helpful glyph in plain sight, perhaps after negotiation turns to combat. Imagine a foe who triggers healing glyphs just as the players think they have won the upper hand. When players realize they must immobilize their foe to win, the battle turns into an interesting, tactical puzzle.

Update: Mike “Sly Flourish” Shea noted that the fifth-edition description says the spell lets the caster “inscribe a glyph that harms other creatures,” so unless you rule that this description qualifies as flavor, then any helpful glyphs your villains use must be a unique variation on the usual glyph.

Harmful spells

Villains can also defend their lairs in a traditional way, with harmful glyphs that wreck intruders. Harmful glyphs can either trigger explosive runes or a spell that targets a single creature or an area.

Explosive runes deal about as much as any third-level spell, so they work well. However, if you put an encounter on a minefield, no one has fun. Everyone marks off the damage and vows not to move. Many of the spells you can pair with glyphs lead to livelier battles. Area-effect spells with lasting effects encourage movement. Single-target spells that blind or curse PCs will lift routine slug-outs by forcing new plans and by putting different characters in the spotlight.

Explosive runes may not appeal to evil masterminds either. Cleaning up blast damage in an arcane laboratory can be such a bother. A glyph that turns an intruder into a toad lets you gloat, and then squish. Delightful! Even lower-level spells can guard an attack route with less mess. For instance, the door and threshold to the dark chapel could trigger Darkness and Silence unless those who enter speak a short prayer. If an acolyte forgets, the glyph does no lasting damage. If intruders enter, they cannot target attacks or cast spells.

The following lists include the most dangerous or interesting spells to pair with a glyph.

Area-Effect Cleric Spells

Darkness [2nd-level Illusion] (V, M) (casting time: 1 action) (duration: Concentration, up to 10 minutes) 15-foot-radius sphere. p.230.

Silence [2nd-level Illusion] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 10 minutes) 20-foot-radius sphere. p.275.

Flame Strike [5th-level Evocation] (V, S, M) (casting time: 1 action) (duration: instantaneous) Dexterity save. 10-foot-radius cylinder. p.242.

Blade Barrier [6th-level Evocation] (V, S) (casting time: 1 action) (duration: Concentration, up to 10 minutes) Dexterity save. p.218.

Fire Storm [7th-level Evocation] (V, S) (casting time: 1 action) (duration: instantaneous) Dexterity save. 10 10-foot cubes. p.242.

Area-Effect Wizard Spells

Faerie Fire [1st-level Evocation] (V) (casting time: 1 action) (Concentration duration: 1 minute) Dexterity save. 10-foot cube. p.239.

Cloud of Daggers [2nd-level Conjuration] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 1 minute) No save. Five-foot cube. p.222.

Darkness [2nd-level Illusion] (V, M) (casting time: 1 action) (duration: Concentration, up to 10 minutes) 15-foot-radius sphere. p.230.

Silence [2nd-level Illusion] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 10 minutes) 20-foot-radius sphere. p.275.

Web [2nd-level Conjuration] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 1 hour) 20-foot cube. Dexterity save. p.287.

Stinking Cloud [3rd-level Conjuration] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 1 minute) 20-foot-radius sphere. p.278.

Confusion [4th-level Enchantment] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 1 minute) Wisdom save. 10-foot-radius sphere. p.224.

Wall of Fire [4th-level Evocation] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 1 minute) p.285.

Cloudkill [5th-level Conjuration] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 10 minutes) Constitution save. 20-foot-radius sphere. p.222.

Wall of Force [5th-level Evocation] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 10 minutes) p.285.

Wall of Stone [5th-level Evocation] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 10 minutes) p.287.
Does a Wall of Stone summoned by a glyph create a permanent wall? The demolition makes this impractical for lair defense.

Wall of Ice [6th-level Evocation] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 10 minutes) p.285.

Reverse Gravity [7th-level transmutation] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 1 minute) Dexterity save. 50-foot-radius cylinder. p.272.

Sunburst [8th-level Evocation] (V, S, M) (casting time: 1 action) (duration: instantaneous) Constitution save. 60-foot-radius. p.279.
The spell description fails to specify a cylinder or sphere.

Single-Target Cleric Spells

Blindness [2nd-level Necromancy] (V) (casting time: 1 action) (duration: 1 minute) Constitution save. p.219.

Hold Person [2nd-level Necromancy] (V) (casting time: 1 action) (duration: Concentration, up to 1 minute) Wisdom save. p.251.
Unlike with Blindness, targets get a new save on each of their turns.

Bestow Curse [3rd-level Necromancy] (V, S) (casting time: 1 action) (duration: Concentration, up to 1 minute) Wisdom save. p.218.
The best single-target spell to pair with a 3rd-level glyph.

Harm [6th-level Necromancy] (V, S) (casting time: 1 action) (duration: instantaneous) Constitution save. p.249.

Single-Target Wizard Spells

Hold Person [2nd-level Necromancy] (V) (casting time: 1 action) (duration: Concentration, up to 1 minute) Wisdom save. p.251.

Levitate [2nd-level Transmutation] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 10 minutes) Constitution save. p.255.
Targets that lack ranged attacks could be removed from battle for 10 minutes. Rules question: Will a victim rise 20 feet and stop, or keep rising?

Bestow Curse [3rd-level Necromancy] (V, S) (casting time: 1 action) (duration: Concentration, up to 1 minute) Wisdom save. p.218.

Blight [4th-level Necromancy] (V, S) (casting time: 1 action) (duration: instantaneous) Constitution save. p.219.

Phantasmal Killer [4th-level Illusion] (V, S) (casting time: 1 action) (duration: Concentration, up to 1 minute) Wisdom save. p.265.

Polymorph [4th-level Transmutation] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 1 hour) Wisdom save. p.266.
Turn the target into a frog or a rat for an hour. Probably the best single-target spell to pair with a glyph.

Flesh to Stone [6th-level Transmutation] (V, S, M) (casting time: 1 action) (duration: Concentration, up to 1 minute) Constitution save. p.243.

Otto’s Irresistable Dance [6th-level Enchantment] (V) (casting time: 1 action) (duration: Concentration, up to 1 minute) Wisdom save, but irresistable until the target takes an action to attempt to resist. p.264.

Feeblemind [8th-level Enchantment] (V, S, M) (casting time: 1 action) (duration: instantaneous) Intelligence save. p.238.