Category Archives: RPG

Random Dungeon #6

For this latest random dungeon instead of using the quick and easy dungeon map cards. Which do create pretty looking dungeons. I’ve decided to go “old school” and use the tables in Appendix A: Random Dungeons of the DMG along with the tables from Chapter 5: Adventure Environments pages 99 – 101 of the same publication.

So for this random dungeon I used graph paper, pencil, and dice along side the above mentioned sections of the DMG.

Starting Area (1d10): 7

Dungeon Location: 59

Exotic Location: 4

Dungeon Creator: 17

Dungeon Purpose: 20

Dungeon History: 12

The entrance to our dungeon is in a mountain pass buried under an avalanche. The dungeon had been created by a liche to hold its hoard of treasure and magical items. The liche was destroyed by internal conflict. That conflict could be underlings rising up hoping to take the treasure for themselves.

Taking into account the entrance is under the debris of an avalanche any party wishing to enter must either enter through the secondary entrance if they can find it. Or successfully complete a group challenge or skill challenge to clear away the rubble to get to the entrance.

Starting Area (Room 1: 20) – Trap or trick designed to kill or capture creatures that enter the dungeon.

This room has a well in the centre.

Current state: 10 – pool of water, chamber’s original contents are water damaged.

Room 2: 1 – Antechamber for visiting dignitaries.

Current state: 5 – Holes, floor partially collapsed.

Room 3: 6 – Guardroom to defend against intruders.

Current state: 9 – used as a campsite.

Room 4: 4 – Barracks for guards.

Current state: 16 – Furniture wrecked but still present.

Room 5: 14 – Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door.

Current state: 19 – stripped bare.

Room 6: 10 – Kennel for trained beasts used to guard the treasure vault.

Current state: 15 – Furniture wrecked but still present.

Room 7: 2 – Armoury containing mundane and magic gear used by the treasure vault’s guards.

Current state: 12 – Furniture wrecked but still present.

Room 8: 11 – Kitchen for feeding guards.

Current state: 16 – Furniture wrecked but still present.

Room 9: 15 – Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door.

Current state: 12 – Furniture wrecked but still present.

Obviously there are a load more tables to use in Appendix A to determine obstacles, traps, monsters, treasure and magic items, plus how the rooms are decorated.

Yes my map isn’t the prettiest to look at. But it’s functional and does the job. And boy is that cross hatching boring to do.

Hope you liked the change,

Random Dungeon #5

Back to the random dungeon posts.

For the second time since getting them I’ve used the Deck of Many Dungeons to create this random dungeon.

I didn’t think when I was drawing the cards and had what was a “completed” dungeon that with a side entrance a goal complete card wasn’t required.

This struck me as a simple tomb for a party to stumble upon and explore whilst looking for the main dungeon.

Update on planning session 8 #4

SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.

Considering the current events in the world, it will come as no surprise that our session 8 has been postponed until at the moment an undetermined date in the future.

There was one suggestion about doing the next session online but I’ve not found anything yet that I’m happy with that works well on an iPad (my main device).

I’m a big fan of Twin Peaks the tv show. It was so inspiring and ahead of its time back in the late eighties, early nineties when it was first aired. Reading the book The Diary of Laura Palmer (basically this was meant to be a copy of her diary the characters were reading on screen) while the series was on really drew me into the Twin Peaks universe. I had never felt that sort of immersion before. It was incredible.

But why am I telling you all this? During this lockdown we are meant to be observing (although one or two seem to be ignoring it) I started watching rewatching the original series. It’s still great tv.

However there is the scene below between a shot Agent Cooper and a mysterious giant in his hotel room at the start of the second season. Luckily for you, you don’t have to read me explaining it, you can watch the YouTube clip below.

While watching that episode and scene it struck me this would be a fantastic way to deliver clues/hooks to the players.

I have previously mentioned using a particular players unconscious prone state during combat as they are making saving throws as an opportunity for a devil to tempt them with an infernal contract.

But I also love borrowing this idea of spirits inhabiting living vessels. With the spirits becoming “real” in our realm of existence under certain conditions. Like a player being near to death.

This dual existence could be something a player or npc has without being aware of it.

I love the idea of using a players saving throw turn as an opportunity to give plot hooks or clues.

Another thing I’ve been looking at that also falls under planning for the future is a labyrinth design to use when the players encounter an island inspired by the Cretan Labyrinth of the minotaur legend. Naturally there aren’t any “maps” of that. It’s a myth, although the labyrinth may have existed.

However initial google searches show that the Egyptians were also labyrinth/maze builders. So I might with a bit more digging be able to “borrow” one of their ancient designs.

But I did come upon an ancient British labyrinth design that is from the Bronze Age and can be found in Cornwall.

This labyrinth carving can be seen at a place called the Rocky Valley near the alleged home of King Arthur Tintagel.

If I had to chose one today to be used straight away I’d go with the home grown Rocky Valley one. So that is telling me It e found my labyrinth to use when the island is found.

It’s weird where you find inspiration sometimes. It’s why I advise students to widen their horizons and have hobbies that are not just playing video games when it comes to game design. The same applies to being a DM. It’s why they include the inspiration appendix in the DMG and PG.

At least now I’ve captured my inspired ideas now.

Random Dungeon #4

Today’s random dungeon is different from the previous ones!

For today’s dungeon I am using a deck that arrived this morning from the US of A called the Deck of Many Dungeons.

Like the other deck Map and Dice Playing Cards it generates a random dungeon. Unlike the other it doesn’t simulate dice rolls. However it does have on the cards relevant tables to use to populate the dungeon with, along with a very handy joker card (see below). The Deck of Many Dungeons is more linked to D&D 5e than the other deck because of it’s tables. But you could always ignore them if using with another system or an earlier version.

Following the instructions on the second joker (above) for generating a dungeon you are creating a more complete dungeon.

Although I would be tempted to modify the instructions slightly for the no unconnected hall ways. I like having that dead end option. Something going nowhere. Also space allowing leaving one unconnected hall way would allow you to increase the size of the dungeon to a much larger size.

What I like about this deck are the tables. It removes that having to populate the dungeon on the fly (apart from the rolling against the cards table). However I find these cards less inspiring for telling a story around the dungeon. Something I found with the other deck flowed thanks to the names on the cards.

Two similar products filling the same role of generating a dungeon randomly. However taking slightly differing approaches.

With no further a do here is today’s random dungeon…

More very soon sadly!

Nine Worlds – a Kickstarter

Those that are following my D&D campaign ramblings will know that one of the cultures my players come across and interact with has a viking/Norse influence.

So when my friend Duncan the other day pointed me in the direction of a current Kickstarter called Nine Worlds. I was pretty excited.

Nine Worlds is “a collection of 3d Printable miniature and terrain STL files inspired by Norse mythology“.

The ‘core’ stuff you get (excluding any stretch goals) is “... a warband of 28 viking miniatures, an encampment scatter terrain set, and a snekkja longship which is 17″ long…”

I have to admit the miniatures although nice, are the least interest to me. It’s terrain stuff I’m more interested in.

In fact the free stuff they are giving to everyone irrespective of if you back the Kickstarter is great for my needs.

As this sort of thing goes the cost of backing at the tiers for what you get is pretty good value. Definitely worth a punt if you have a 3D printer or access to one.

Link to the Kickstarter.

Link to the free stuff.

Random Dungeon #3

So here we are with our third random dungeon using the Map and Dice Playing Cards.

These eight cards speak to me as being a deeper level of some much larger multi-level dungeon.

I’m going to call this level…

The Cult of the Undead

Our party descend into this level either by the stairs at the top of the Chamber of the Many Floors (2 of Diamonds, top right) or the stairs into the Riddler’s Island (Queen of Clubs, bottom right).

I have to admit that the Riddler’s Island got me excited. This could be used as an excuse to throw the Jim Murphy Undead Lair at the party. Or at least some hidden menace lurking in the water.

If I stick with the Undead Lair which inspired the name of the level. This is all about the liche and the cultists that worship it. The party stumble across it as they try and complete some bigger picture mission that had them enter the dungeon in the first place.

The undead that the liche commands were the stonemasons that carved out the dungeon. The stonemasons were slaughtered by the cultists when they thought the work had been finished. The location of this massacre was you guessed it top left, 3 of Diamonds the Stonemason’s Demise and the incomplete chamber.

It’s nice to have a reason to throw undead at players. This dungeon certainly does that.

Random Dungeon #2

After braving the supermarket with Mum yesterday for a weekly shop (I’ve dropped us down to the one shopping outing for the week from two for safety’s sake, her and Nan’s health are the utmost importance to me). Listening to a Government announce stuff a day or two later than they should have (although it could be argued that the latest measures should have been done even earlier).

If it wasn’t obvious by the posts title I thought I’d do a second random dungeon post.

What would the cards inspire today?

Fight Club

Rumours of an underground fight club have been circulating around the more colourful and seedier drinking establishments for months.

The city watch have been unable to find it’s location and shut it down.

Our adventures whilst investigating a kidnapping unwittingly stumble into the middle of all this. When it turns out that the missing person they are looking for is being held captive and about to be forced to fight for their life in the Arena Pit (Queen of Hearts).

Things are complicated when the adventurers discover that the cities night watch are the ones running the underground fight club (3 of spades, top right).

Spectators enter through the Hollow Tree (10 of Spades, bottom left). The night watch and their victims enter through the forgotten stairwell (king of spades). Which can be found somewhere within the city watches headquarters.

The adventures can enter through either entrance. Obviously they would have to somehow sneak around the city watch headquarters to get in through the forgotten stairwell. If they try getting in through the hollow tree they will have to overcome a couple of guards on the door.

The dungeon is clear and cold, with a stale odour. However the corner cavern (5 of clubs, bottom right) is clear and damp with a moldy odour. Most of the walls and floor within the dungeon are cracked and crumbling.

Depending when the adventurers enter the dungeon the roar of the spectators can be heard throughout as the victims fight for their life. Or it is silent with the slightest sound carrying round the empty passages.

Random Dungeon #1

Thought I’d start using one of the ‘tools’ I have for being a DM.

I have this rather cool deck of cards by Inked Adventures called Map and Dice Playing Cards.

As the name of the deck suggests the deck can be used to simulate a die roll if need be. But it’s main use is for creating random dungeons.

So I’ve shuffled the deck, and drawn eight cards to create a random dungeon.

We enter this random dungeon via the Once Grand Stairs (Queen of Spades, top right).

Considering that we are entering this dungeon from the Once Grand Stairs, I’d have this dungeon beneath a crumbling derelict mansion.

The party of adventures stumble upon this dungeon as they explore the mansion. As they descend the grand stairs a barely alive, malnourished, dirty, heavily bruised man struggles up the stairs towards them.

Rescue the captives from the prison cells (3 of Hearts, top left) before they are sacrificed by parties unknown. Personally I’d have the mystery person departing the mortal world just as they beg the party to save their friends and family from being sacrificed.

Any passages/exits that go nowhere are dead ends.

The nice thing about these cards is that you can generate a dungeon in seconds.

The potential hard part is populating the dungeon with monsters, traps and items. I don’t think that would be too hard either if using the tables from the Lazy DM Workbook.

Advice to a friend planning to become a DM

At the start of the week I shared the photo I used in yesterday’s post on Instagram. An ex-student of mine and now a friend (we play MtG from time to time) left a comment over there, which I have shared below.

Ideally instead of this post we’d be meeting up and sharing ideas and information over coffee and maybe a game or two of MtG.

However current events mean that at the moment this isn’t really an option. Although it very well be nearer the time.

I’ll issue a disclaimer before going on. We all know I’m not a very experienced DM. I’m still learning and finding out who I am as a DM. So this is in no way me telling my friend this is how you do it. This is me saying this currently works for me, and you might want to consider some of this stuff for your own tool box as a DM. I’m also trying to keep any expense down to a minimum. So no 3D terrain or miniatures.

First off I’m proud of my friend for making this leap. Becoming a DM is a scary thing to do. The doubt and uncertainty. Remember it’s about having fun.

Ok with all that out of the way I’m going to firstly suggest some things my friend may want to think about on the practical front. I’m also going to assume my friend already has the three cornerstones of the D&D world, the Dungeon Masters Guide, Players Guide and Monster Manual.

The most obvious suggestion, and I’m pretty sure my friend will be doing this, is buying Mythic Odysseys Of Theros when it hits the shores at the start of June. After all that is going to be the campaign bible.

I’d also pick up a copy of Guildmasters’ Guide to Ravnica plus the six or so Planes Shift PDF’s that WotC did. I can’t remember which but one of them has some suggestions for how to handle planeswalking. Something that my friend may want to explore.

Having a supply of MtG cards especially the cheap commons and uncommons that can be used to illustrate to players various items or creatures in the campaign is going to be useful. Naturally I’d be using ones from the current Theros block. For the more expensive (usually) rares and mythic cards I’d download the art and print it out. The nice thing about these is that they can also be used to make tokens for the campaign as well (Sly Flourish has a great video and post on making these).

If my friend does decide to also visit one of the planes covered by the Planes Shift PDF’s they may want to consider getting the appropriate Art of Magic the Gathering book. These act as great source books. I believe the Planes Shift PDF’s are meant to be used with them. I’d also be tempted to pick up the Ravnica one if I was using the Guildmasters’ Guide to Ravnica.

More generic stuff I’d consider that will come as no surprise to regular readers.

Firstly I’d be watching the Matt Colville series on becoming a DM. They helped give me the confidence to run my first game. I still go back and watch various episodes, along with any new episodes that are uploaded.

I’ve found the Lazy DM stuff by Sly Flourish very helpful. The Return of the Lazy DM book is great for not only helping to prepare a session but for preparing a campaign also. It’s also backed up by a series of videos by Sly Flourish looking at each of the chapters. Which are a great way to get a feel for the book and if it’s something that would appeal to you.

Complimenting the above book is also the Lazy DM Workbook. Which can be used without the other book. What I like about this book is the useful tables it has that can be used during prep and during a session. But also the ten lair maps that can be used at a moments notice in any campaign.

I feel that last bit is where us new DM’s fall short. We haven’t yet built up that library of maps that we can use within our own campaigns. Jim Murphy touched on this in his video when he went through his minimalist DM kit and building up a collection of maps. Whether they were ones he’d created, or ones he’d gotten from other DMs.

As part of that building up a library of maps I’d add a copy of The Essentials Kit. Apart from the handy initiative cards (a side benefit), the town map of Phandalin, you get the Dragon of Icespire Peak campaign. The adventures in this campaign also can be dropped into any campaign with very little tweaking, if any.

I’ve found having a DM folder very useful. I’ll go over it’s contents in another post.

Unless doing theatre of the mind combat (something I haven’t done yet) then a dry erase battle mat of some kind is a good idea. Ideally with one inch squares on it. With a dry erase pen you can quickly draw out the current encounter or have it drawn up in advance. I’ve found the Pathfinder series affordable in the UK. Well at a price I’m prepared to pay.

Related to this and already mentioned above I’d create some tokens to represent players and creatures on the battle mat. It’s a cheap way to do this.

Now onto actually planning the campaign.

With the Theros source book having done the majority of the heavy lifting for me on creating the world the players will be playing in it means I can instead concentrate on the campaign instead of world creation.

To help generate ideas I’d be reading the lore/stories that WotC have on the MtG site relating to Theros. With the Greek myth theme I’d also be reading up on Classical Greek mythology. Along with watching some classic movies like Jason and the Argonauts, Troy, Clash of the Titans (original and the remake with it’s sequel Wrath of the Titans), the two Percy Jackson movies, and the fantastic Jim Henderson’s The Storyteller Greek Myths series.

However I’d use the ‘spiral campaign’ method, which I think most of the big names recommend. I’m basically doing this for my campaign. It’s covered in the Lazy DM as well. But the gist is that you start out small and local to where the players are starting the campaign, and as the players explore the world you focus on those bits.

Matt Colville and Sly Flourish both produce a handout for players that is used in the zero session. This handout sets the scene for the campaign, summarises races and classes the players might use, and any house rules. I used one for my campaign I think my players found it helpful. The important thing is it should be one page.

After the session zero I’d be moving onto the Lazy DM session prep. I personally find that this is providing enough for me to run a session and handle anything that turns up. But everyone is different and the stuff above may not work for you.

I hope my friend finds these suggestions helpful.

Update on planning session 8 #3

SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.

In all likely hood session 8 may have to be rescheduled to a later date considering the current pandemic and stuff. It’s a discussion we have yet to have as a group. But one that will be held nearer the time.

One mechanic I haven’t used so far as a DM with the players during a session is inspiration.

Inspiration is dealt with in the Players Guide on Page 125 (and the DMG p240/241).

‘”Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw.

So ok, that’s all good and dandy. I reward the players for doing something cool basically.

For the player it means “lf you have inspiration, you can expend it when you make an attack rolI, saving throw, or ability check. Spending your inspiration gives you advantage on that rol!.”

It doesn’t stack. So once the player gets inspiration they don’t get more inspired, and have multiple amounts of inspiration to use.

To help me and the players track when I give them inspiration and that they have it, I got these cool inspiration tokens off Amazon.

The hole in the middle of the token is for a d20. Which if they place one there doubly reminds them that they have inspiration to “spend”.

For me the tokens behind the screen will remind me that I can hand out inspiration during a session.

I’m looking forward to trying this.