Showing posts with label megadungeon. Show all posts
Showing posts with label megadungeon. Show all posts

Sunday, March 18, 2012

City in a Carcass

In my last post I talked about my goals for a big dungeon adventure I'm making for the kids.  Today I'm going to describe the background of this adventure, and then dive into the overall structure.  That will set up the context for next time when I talk about some of the puzzles in one particular section of the dungeon.

I've already given a little bit of the background for this adventure here.  Some details have changed since then.  First, the carcass of the turtle-shaped demigod is upside down, which is the position the creature came to rest in when it met its doom (incidentally, it was slain by another demigod who figures prominently in part two of the adventure path, which takes place in NimoriĆ©l...but that's a story for another day).  Second, the animal heads have changed.  They are now bird, spider, mole, and ardvaark, for reasons we shall soon see.

Ayotl, in better days
The Micqui built their city in the remains of this beast, and they dominated the people around them for centuries.  Their last sovereign before their empire collapsed was a queen named Esseniri, and it is for her tomb - and the treasure hopefully buried with her - that the characters seek.

Structure
Since the turtle is upside down, that means its carapace, or dorsal (back) shell, forms a giant bowl.  Tectonic forces have misshapen it over the ages, but for our purposes thinking of it as a bowl is useful.  An underwater river falls into this bowl and forms Mors Aeterna, the Lake of Eternal Death, which drains out through one of the heads into another river, deeper down.

This configuration also means that the demigod's plastron, or ventral (belly) shell, forms a ceiling high above the lake to enclose the space.  The river which dumps into the lake actually cuts through some of the ancient scutes in the perimeter of his carapace and slips through the crack between plastron and carapace before plummeting to the dark waters below.  For what it's worth, the part of the dungeon the kids are in now is cut into one of these perimeter scutes, and they are nearing the waterfall.  Back when the city was still on the surface, this section served as an observatory that the ancient scholars used to create their calendar.  Over the next week I'm going to be studying Mayan and Aztec calendars for ideas to slip into this particular section.

The vertebrae for the creature's two spines, which run perpendicular to each other and intersect in the middle, are for the most part intact.  Some of these vertebrae poke out of the lake to form islands.  Rising from the largest of these at the junction of the two spines is the Black Tower of Despair, which is impenetrable except via a magical gate which requires a special key to be opened.   The queen's tomb can be found beneath this black tower, and so they will need to find the key to get there.

Each of the four animal skulls - one for each cardinal direction - contains a different dungeon.  Among the treasures in each dungeon will be idols shaped like simplified versions of the animal heads.  Together these idols can be assembled together to form the key that opens the magical gate.

The dungeons will each have a theme corresponding to human senses, as follows:


  • Bird: hearing.  This will be a music-themed dungeon.
  • Spider:  sight.  This will be a dungeon that features the use of light and mirrors.
  • Mole: touch.  The characters will find themselves misled by their other senses.
  • Aardvark: taste.   The characters will find themselves being tasted by the last living tissue of the ancient demigod! (think Millenium Falcon in that living cave)


You may have noticed that I skipped our sense of smell.  That sense is represented by a rivalry between two races who now inhabit this subterranean region.  One race, called the Dark Ones, lives on the edge of the Lake of Eternal Death and fishes its waters.  These creatures do not cast aside their attire when it becomes too old and worn; instead, they simply add new layers over top of the old ones.  For this reason, they reek terribly.  The other race is one I made up myself, and they're called Nifflers.  They have no eyes at all and get by almost exclusively with their sense of smell, so it should be plain to see why they hate the Dark Ones.  The Nifflers inhabit some of the vertebrae islands and patrol the ribs which extend out from the spines and fuse with the carapace to form a network of tunnels beneath the lake.

Both races are hunted by a wyvern who ranges over the lake, and they try to appease him by kidnapping members of the rival race as sacrifices to the wicked beast.

This is the environment the kids are entering now, and they have no idea what they're getting into.  

Next time I'll give an example of a puzzle from the bird/music dungeon.

Thursday, September 30, 2010

Sandbox

A few sessions ago, something happened to me that's never happened in 30 years of on-again, off-again game mastering: the players decided to completely bypass a dungeon I created for them.

The characters have this 3' long, rainbow colored feather belonging to a Couatl: a giant, intelligent, winged serpent. Couatl are typically good in nature (though not necessarily "friendly") and may be mistaken by primitive cultures as benevolent deities, but I digress. By looking at the feather through the Eye of Ilgerish, the characters noticed a pattern in the barbs. The feather was marked with the name of the Couatl from whom it came: Cualli Amoxti* , whose name is Nahuatl for "Good Book." The significance of this, or where they might find this Cualli Amoxti, remains a mystery. They made this discovery on the same day that a thief named Rixi attempted to steal the feather from them. They also learned that the person who hired her for the job was willing to pay 5,000 gold pieces for the feather, and had some goblins tracking it down for him too. They knew that this being was waiting for the feather a few miles away in an abandoned quarry. At long last they had a lead to help them understand the purpose of the feather which they had won in one of their first adventures, and which the voice of the ancient protector Duranys had called his "token" that would assist them in the discovery of his seven caches.

So I drew up the quarry and the dungeon carved from it, and I infested it with all kinds of goodies, including the bad guy (a hobgoblin, but there's more to him than that), his gang of goblins, a few assorted aberrations, some undead, a few nifty tricks and traps, and assorted clues and red herrings. It took a week to finish. It's not a big dungeon: it is intentionally small. But I customized it for these adventurers. It seemed like a really good fit for them.

But they didn't bite.

Instead they talked to Fibon's Skull, who is a fan of big city libraries and places of learning, and decided to travel to Port Manteau to seek the answers. Sure, I figured the party would eventually get there anyway. In fact, as readers of this blog may recall, I'd planned on it. It seemed like a better base of operations for deep exploration than the small villages we were using, and maybe even a good location for a proper megadungeon. It also fits in with Elerisa's aspirations to get back into "high society." But I wasn't in a rush to get them there because I find cities difficult. So they made the journey and on the way narrowly avoided a big confrontation while camping out in the rain. Now they're inside the city walls, and they suspect the hobgoblin and his crew may be there as well.

I'm left with a dungeon that will in all likelihood never be used, since it has little significance for the adventurers and is now fairly out of the way. In the old days, if such a thing had happened, I would have salvaged the parts. Although players never skipped entire dungeons on me, they did occasionally bypass whole sections of them. In these cases I simply reused the parts they missed in subsequent dungeons. Now, though, I find myself unwilling to do that. I've been sucked into this idea of the true sandbox, in which the game master creates his world, fills its places, and lets come what may. It is like a huge sandbox that the characters can play in, and they get to decide where they go and what they do. If I just move everything around so that they experience a planned series of events in a specific, predetermined order, then it renders their decisions meaningless. Just as you wouldn't want to go through life without self-determination, so would you disdain playing a character whose destiny is preordained. There's no pride of accomplishment in that kind of game. Therefore it's the players' decisions that must drive the story.

And so I'm left to risk all and create the megadungeon beneath the Port City of Manteau, regardless of whether they choose to descend into it or not. Hopefully this time I can make it sufficiently tempting, but just in case I can't, I'm only building a little bit at a time.



* Pronounced cu-ALL- ee ah-MOSH-tee.