Showing posts with label lost in the labyrinth. Show all posts
Showing posts with label lost in the labyrinth. Show all posts

Saturday, 7 January 2012

Lost in the Labyrinth: An Alternate Storyline

It's almost time to wrap up my Thunderspire Labyrinth series, and look to new things. Amongst other more mundane resolutions (see: waistline), I've committed myself to gaming more this year. I want to play a complete campaign of Gears and Gunpowder in ten parts, one session per month, and get our main H-E campaign as close to Epic as possible. I want to play more, write more, and - most important of all - submit more. This month is a bit of milestone for me, as I've got my first published article coming out in Dungeon magazine! It's really given me the kick I need to take this stuff more seriously, so here's hoping you'll stick around for the ride.

So. Thunderspire. Thus far all we've done is re-imagine a few of the NPCs. Now it's time to take the bull by the horns and look at the adventure as a whole. As far as encounters go, I think it's got some of the best so far. You'll have a fun job converting everything over to MM3 maths, but beyond that it's all pretty cool, especially the Well of Demons. No, the biggest problem, I think, lies with the story.


As written, you've effectively got three "acts". The first ends at the Chamber of Eyes, where we learn that the McGuffin (the captives), has been taken to the Horned Hold. The second act takes us from the Horned Hold to the Well of Demons. However, the link into Act 3 ("Interlude 2") is somewhat clumsily shoehorned into this section. Paldemar - this dude we know nothing about - decides to destroy us, because "we could pose a threat". When we take the fight back to him, the chances are we'll miss his big plan completely. After all, the only clue seems to be a bull's head floating in a vat...

When I played this, I kept the same sequence of locations, but shook up the story. My main changes were:

  • The captives are now Lord Markelhay's daughter and her servants. Sure, it's "Rescue the Princess", but it adds a whole lot more gravitas to the chase.
  • The enemies are the Mages of Saruun themselves. For years, they have been trying to unlock a door at the heart of the labyrinth, and now they hope to trade Markelhay's daughter for the key.
  • Behind the door is, you guessed it, a primordial. If they manage to open it, all hell breaks loose.    

I'll be the first to admit it's not particularly original, but in my defence I was looking for that "classic D&D" feel. Not to say it doesn't have a few neat flourishes - final battle in a chamber containing a moving map of the labyrinth made from smoke? Yes, please!

Anyway, see what you think. I like to think it holds together better as a narrative, at least. 

Thursday, 29 December 2011

Lost in the Labyrinth: Brugg Na Brogg

"What yoo lookin' at, Hooman?"
Brugg really needs to be an Elite. Given his role, he's likely to end up getting in the faces of most parties, but as written he doesn't really pack a punch at all - he's just a bog-standard ogre. I'm glad my group never faced him in combat, as they'd have flattened him in seconds. The Brugg you see below uses Monster Manual III maths, with a few custom power combinations I've had fun with before. His goblin lickspittles are inspired by the blue thieves from the Golden Axe video game: whack them, and they'll drop coins. Here though, that property comes with a nasty twist...

As can be seen from the flavour text, Brugg has a bit of an inflated ego - and a soft spot for pretty girls. When we played, we had a lot of fun with Brugg's leering approaches, his bride-to-be's attempts to delay their marriage, and the clever way she turned him against the mages. Hopefully you'll have similar fun if you use him as such in your games. Should it come to blows, Brugg and his six goblin lickspittles equate to a level eight encounter for five players: a suitably tough fight for this adventure.


HEAD ENFORCER: BRUGG NA BROGG 

The hulking ogre Brugg Na Brogg works as head enforcer and master tax collector for the Mages of Saruun. Accompanied by his scampering tide of goblin lickspittles, Brugg is a hated figure within the Seven-Pillared Hall. Those who dare call him “two bites”, as he always takes two cuts of every profit: one for the Mages, and another, smaller cut for himself.  When accompanied by the masked Ordinator Arcanis, such hatred turns to dread, for this means that Brugg has been ordered to kill, and someone shall soon pay ultimate price for defying the Mages of Saruun.    

Brugg is more intelligent than your average ogre, and years of collecting taxes have earned him a measure of street smarts. In fact, Brugg’s status, and the trust the Mages supposedly invest in him, has given him a warped, elevated sense of self worth. Brugg believes he is the “Hero under the Mountain”, and as befits a hero, he requires the finest foods, lodgings, silken sheets for his cot – and a beautiful bride. In this last respect he has yet to find a suitable candidate, so any pretty female who enters the Hall may find themselves on the wrong end of his amorous approaches.

Thankfully, Brugg isn't looking for a breeding partner. Instead, his lover is required to wash him, comb his knotted hair, and swoon over him in public. Brugg is amenable about the terms of their arrangement, but only to a point: for example, his bride may be granted some time to herself, or can perhaps buy her way out of certain responsibilities, but defy him and he’s liable to bite her head off.  Even so, those looking for protection within the Hall, or hoping to spy on the Mages, could find the partnership advantageous… 

Brugg's lickspittles are also an oddity. Whereas most goblins can't count above three (with anything above that just being "many"), these inbreeds possess an uncanny ability to count coins. Fill their hands with gold, or scatter silver on the floor before them, and they'll value it in a heartbeat. Brugg uses them to verify payments and carry the loot back to his customhouse. For their own part, the goblins despise him, but are too afraid to show defiance: when Brugg acquired them, he made a show of eating their seventh brother in front of them as a warning. 

Thursday, 8 December 2011

Lost in the Labyrinth: Surina

My motivation for redesigning Surina and Darkseeker was to give them powers that accentuate a defining trait. Darkseeker's a werewolf, so he gets lupine powers. Mezzothraxia's presence on the battle map reminds us that Surina's made an infernal pact.

Focussing characters around a single mannerism, talent or "schtick" is something I picked up from work. When I write a bio now, I always start with something like "Noah, the Nervous Professor". That way our artists have a strong theme to work around. Add too many traits beneath that header, and the concept can get muddied.

When designing NPCs, try gearing powers around their schtick. If they're cowardly, give them a power that makes them retreat when certain triggers occur. If they're brash, it keys off overwhelming odds. Determine what makes them different, and then bring that out on the table. Guaranteed, your characters will be more memorable. 

COMPANION CHARACTER: SURINA

The Seven-Pillared Hall is loud with whispers. Grimmerzhul spies wrest knowledge from their Deepgem rivals, while House Azaer and the Mages of Saruun speculate in secret on the Underdark markets. To prosper, one must learn to pan truth from a river of rumours. In this matter, nobody is more valued than Surina of the Guttering Flame.

Surina operates as a knowledge broker, moving like a wraith from the Taphouse to the Halfmoon Inn, and through all the stalls between. What she doesn't learn first-hand comes to her from others. Guildsmen trade rumours with her like-for-like, and beggars bring her scraps to mull on. For the broker, the returns are worth more than the expense. These days the Grimmerzhuls come to her first, as do the Azaers. A single, well-placed lie, and they'll turn against each other like dogs... 


Surina's Secret
Unknown to the denizens of the labyrinth, Surina heads the Guttering Flame, a militant splinter of the church of Erathis. To the Flame, the Underdark represents a hand poised beside the candle of civilisation, ready to snuff it out at a moment's notice. Those who deal with the darkness invite oblivion, and must be destroyed. Having infiltrated the Seven-Pillared Hall with her brethren - a half-dozen cultists posing as beggars and market traders - Surina is playing the long con. She's worked her way into a position of influence, and now hopes to bring down the Hall by seeding a war between the dealers. She's gambled everything on this - even her own immortal soul. Her daring pact with Asmodeus has brought more than power; it's given her the perfect cover. With her hated imp on her shoulder, even the traitorous Drow trust her.

Only the Mages of Saruun remain inscrutable. Surina cannot advance her plans until she knows their weaknesses, and she'll do almost anything to find out what they are. If the PCs have an opportunity to move against the mages, Surina joins them in a heartbeat.


Introducing Surina
When Surina hears of their arrival she makes it her business to learn everything she can about the PCs. If their objectives are just, she may even approach them with an offer of aid. Surina makes a powerful but dangerous ally: few know better how to wring the hall's secrets, but cross her and she'll make their stay very uncomfortable indeed.

Irrespective of any deal, the PCs can always call upon Surina's services as a knowledge broker. For a bag of 200 gold, she'll provide the answer to any one question: the location of the Bloodreaver's secret hideout, for example, or a backdoor into the Grimmerzhul trading post. For 10 gold, Surina can sell the PCs a rumour (roll a D10 and consult the table to the right). Whether these actually bear fruit is up to you.

Sunday, 4 December 2011

Lost in the Labyrinth: Terrlen Darkseeker


H2: Thunderspire Labyrinth has been the best adventure so far for my group. I loved the Seven-Pillared Hall, its characters, the labyrinth that surrounded it, and the clash of cultures it suggested. This said, the adventure itself does require some tweaking.

"Lost in the Labyrinth" will be a short series of columns about improving the adventure. I'm going to take a closer look at some of the NPCs, examine the Seven-Pillared Hall in more detail, maybe even have a go at suggesting an alternate plot arc for the adventure.

We'll see what happens.

COMPANION CHARACTER: TERRLEN DARKSEEKER
Nobody knows Saruun Khel better than Terrlen Darkseeker. For decades, this hard-faced hunter has earned his keep as a guide, leading caravans down to Silvershield hold, to the dark city of the Grimmerzhul, or anywhere between. His prices may be steep, but he's renowned. Those who travel beyond the safety of the Seven-Pillared Hall are always advised to speak to him first.

For 200 gold, Darkseeker can lead the PCs anywhere within the Labyrinth – even fight
alongside them. In keeping with the Companion Character rules from Mordenkainen’s Magnificent Emporium, he should be controlled by one of the players during combat. Outside of combat, he remains under DM control.

Good luck getting more from him than business, though. Darkseeker comes across as a cold soul, always on edge, with a fire in his eyes. Before hiring him, players must swear to obey his rules: be silent, be alert, and never stray from his path. Defy him, and they’ll quickly find themselves alone in the dark...


Darkseeker's Secret
Those who follow Darkseeker risk more than they know. Two years ago, while exploring one of the labyrinth's many lost vaults, the hunter was subjected to a terrible curse. Darkseeker didn't know what had happened at first: all he knew is that for days afterwards he would awaken with blood on his hands, and hazy memories of violence. Now, at last, he understands.

Whenever Darkseeker ventures too close to the chamber, or the full moon shines upon the land above, he transforms into a frenzied werewolf (use the stat block from the Monster Vault). Over time, he's learned to control the curse as best he can, even exploit it. The turnskin venom that poisons his bolts is in fact his own saliva, and when he wishes, he can even force his own transformation. If he knows he's going to change beyond his will, Darkseeker wraps himself in silver chains until the fever has passed.

To uncover the curse, PCs may hear one too many stories about caravans lost in his care, or witness him surreptitiously licking his bolt-heads. He may refuse to work on the full moon, or refuse to venture anywhere near the chamber that cursed him. At worse, he may even transform in their presence.

If they prise the truth from him, Darkseeker will beg the PCs for help (see Echoes of Thunderspire Labyrinth, from Dungeon 156). Succeed in lifting the curse, and they'll have earned an ally for life.