Showing posts with label Lazy GM Prep. Show all posts
Showing posts with label Lazy GM Prep. Show all posts

Monday, June 17, 2024

Quick Shadowdark Adventure Using Lazy GM Reference Document

I want to run a quick Shadowdark game with some members of one of my regular groups, so I’m using the steps from the Lazy GM’s resource document by Mike Shea.

Prep checklist looks like this:

  • Review the characters
  • Create a strong start
  • Outline potential scenes
  • Define secrets and clues
  • Develop fantastic locations
  • Outline important NPCs
  • Choose relevant monsters
  • Select magic item rewards

Review the Characters 

Players will practice rolling and creating their own characters.

Create a Strong Start

Cartography by Dyson Logos

The map I picked is quite linear, but serves my purposes well because this is the first time playing for some of these players and everyone’s first time with Shadowdark.

The lure of fortune and glory has brought you to the Mounds of the Barrow-Kings, ancient rulers of a forgotten age. After discovering the hidden door in a mounded barrow and digging through the wet soil you unearthed a dank passageway leading to a heavy stone door. It appears untouched for long ages, as damp mildew coats the stone walls near the earthen opening and you see the signs of insects burrowing and spider webs strung in the corners of the hallway. All that remains is for you to light your torch and descend into the Shadowdark to see if you live or die and manage to loot some treasure along the way…

Outline Potential Scenes

As players crawl through the dungeon I will check for random encounters and use them if they fit the situation.

Procedure:

  1. Roll for Danger Level (pg 130)
  2. Roll Room Type (pg 130)
  3. Roll Tomb Random Encounter (pg 182-183)
  4. Roll for Treasure if necessary depending on CR (beginning pg 270)
Lowest 

Develop Secrets & Clues

  1. This tomb is for the ancient elven King Avourel and Queen Syvis.
  2. The king and queen were worshipers of Caturix, the elder god of the elements.
  3. The Barrow-Kings were of an ancient elven empire calling themselves the Arcanikion, or the Masters of Arcane Creation.
  4. The Arcanikion possessed the secret knowledge of the mysterious travel via magical ships to other worlds.
  5. The King and Queen’s advisors are buried with them.
  6. The arcane contamination of a broken helm for traveling to other worlds has prevented the souls of any of the entombed from moving on to the afterlife.
  7. Creatures have burrowed into the tomb over time, leading to a diverse collection of residents.
  8. The King and Queen visited the legendary City of Brass upon the elemental plane of fire.

Develop Fantastic Locations

N/A. Rolling randomly regarding each room.

Outline Important NPCs

King Avourel: The ancient king is an intelligent zombie due to the mysterious power leaking from a broken magic helm preventing his soul from moving on. He is inclined to talk, but fights any intruder that takes any treasure without assisting him and his Queen in their plight. He resides in the left burial chamber on the lowest level.

Queen Syvis: The Queen, like the King, is an intelligent zombie. She is similarly willing to listen unless provoked by theft. She is in the right burial chamber on the bottom level.

Tyrael: Magical advisor to the King, Tyrael is a specter, as he has managed to leave his decayed body behind, but is unable to break his soul free of the place. Tyrael knows the source of the contamination, but can’t destroy it himself.

Meira: Long driven mad by her confinement after dead, Meira was once an advisor to the King and Queen. She has zombie stats and attacks immediately while raving regarding other worlds.

Narakles: Wight guardian in the first room of the treasure chambers.

Monsters

Done through NPC development and rolling others randomly.

Magic Item Rewards

Roll randomly for treasure except flying ship helm.

GM Reflections

While we didn’t finish the adventure, we had a good time with Shadowdark. It took a little bit to create characters, but everything worked well. I rolled randomly for encounters, we figured things out as we went. This was the first game I’ve ever run in my own setting, so I think the lore really interested my players. They discovered the mystery because of a random encounter I rolled. One player wanted to fight a wight that appeared “wreathed in holy radiant light,” while the wizard wanted to try to parley. So the wizard cast sleep on their party mates. All the players thought the situation was comical. The wizard player, used to 5e, thought it was interesting that there’s no saving throw for sleep, just the spell roll. It brought up an interesting balance thing in Shadowdark, because most monsters don’t get any way to resist these immobilizing spells.

All in all, it was interesting to see the added layers of tactics and rules that exist in Shadowdark that you really discover through play and adjudication. I still think it’s a great game and would play it again.


Tuesday, May 21, 2024

Tomb of the Restless Knights

This is a dungeon created using one of Dyson Logos’ commercial use maps as a side quest so my players can find the arcane knowledge necessary to break the curse on a Sword of Vengeance purchased from the apothecary in Kalaman.

I let them know that their organization heard rumors of such knowledge possibly being secreted in the tombs of Solamnic knights in the hills to the south of the city.

Cartography by Dyson Logos

This dungeon is designed for four characters of fifth level. It can be modified by adding or removing monsters from the encounters.

The upper left of the image shows a side view of the dungeon set into the side of a hill. The first room or guardian room is seen in the center, lower portion, entered from behind four standing stones on the hillside.

The Guardian Room: The guardian room contains four metal statues of knights. Weathered and aged green from rust and damp, these are actually four Clockwork Soldiers (see below). The door at the end of the chamber is locked and contains ancient ruins telling the story of the knights entombed here. If any attempt is made to break or open the door the Clockwork Soldiers lurch to life, fighting the intruders. The door can be opened via the Knock spell or a DC 18 Check with Thieves Tools.

The Hidden Entrance: A hidden entrance lies in the side of the hill to the left of the large rocks framing the main entrance. This entrance can be found with a half hour of determine search near the hill or a successful DC 15 Investigation check. This is not a constructed entrance and instead was caused by the erosion of the hillside eventually opening a natural passage down into the lower chamber. The passage is steep and if it has rained recently is likely slick from runoff. Character descending should make a DC 12 Athletics or Acrobatics (their choice) check to avoid slipping and falling to the bottom. These checks can be made with advantage and the consequences adjusted if the characters attempt to mitigate the difficulties, for instance, roping all of them together prevents bludgeoning damage from a fall. Any characters advancing in front must make a DC 12 Dexterity save to avoid being struck by their falling comrade or will be struck and fall to. Falling adventurers take 1d8 bludgeoning damage and are prone.

The Curving Stairs: The curving stairs lead down from the Guardian Room, or up from the lower chamber connected to the hidden entrance. Halfway along the stairs in the outer wall of the semicircle is a hidden door to the true tomb chambers of the knights. If characters are activity searching for a secret door they notice it if they spend at least a half hour in the area. Otherwise a DC 12 Investigation check finds the door. 

The Well: A dark well dominates this room. Nothing can be seen in the darkness below. Characters will need a rope or equipment like pitons to descend. Any character free climbing down must make a DC 15 check to succeed. They will soon discover that the well opens into a wider room. The floor is 15 feet below the opening.

The Lower Chamber: This room is accessed via the hidden entrance or the curving stairs and connects to the well room. This room is choked with dust but appears to be some sort of chapel and preparatory chamber, perhaps for readying the bodies of the Solamnic knights for burial. It has the decaying remnants of tables with jars and various tools. A DC 12 Investigation or Religion Check reveals that this chamber appears to have been used for mummification. Faded and decaying tapestries depict armored knights and a patron war deity.

The Large Crypt: The largest room on the lower most level is a large crypt, musty and unopened for long centuries. A hole in the ceiling in the top right corner of the room leads up the well, and a hidden door (DC 8 Investigation Check) is in the wall nearby leading down to the pool chamber. Many bones are stacked in the alcoves, along with wrapped corpses in others. None are mummified, and all have long decayed to bones. If any characters disturb the area or attempt to search the alcoves 2d8 skeletons animate from the various niches, moving to attack. If the characters flee or attempt to return any items taken from the crypt the skeletons return to their rest. Treasure: 350 gp, 152 sp, 200 cp, plate armor, Scroll of Invisibility, Scroll of Magic Mouth.

Pool Chamber: This room is accessed down the stairs in the corridor outside the large crypt, and can also be found via a secret door from the large crypt. The secret door in the pool room can be found with a DC 8 Investigation Check. A water elemental lurks in the stagnant pool and driven to rage from long confinement it attacks any creatures that come within 5 feet.

Hidden Antechamber: This room is accessed via the secret door on the curving stairs. A secret door in the center top side of the room leads to the knight’s tomb it is noticed via a DC 10 Investigation Check or by any character with a Passive Perception greater than 12. Three stone coffins sit against the walls of this room. They can be opened with a DC 12 Strength Check. Within lie three wights, each of which immediately attack if their coffin is opened. The wights in unopened coffins take one round before opening their own and joining the fight. Treasure: Inside each coffin is one of the following treasures: a silk robe with gold embroidery (100 gp), a box of turquoise animal figurines (120 gp), and a large gold bracelet (25 gp).

Knight’s Tomb: This hidden room is accessed via the secret door in the hidden antechamber. The room is dominated by a statue of a solemn-faced knight on the northern wall, and a large stone sarcophagus in front of it. The sarcophagus is open, and the occupant is a Chosen Champion mummy (see below). The mummified knight rises and speaks to the characters upon their entry.

Secrets

  • The mummy is a knight named Sir Galifan.
  • He lies without rest due to the betrayal of the lord of the dark keep to the east who failed to stop the cataclysm.
  • He is enraged at the characters for disturbing him in his tomb
After conveying this information or at an appropriate time the mummy attacks. Treasure: Within the stone sarcophagus is 1,000 cp, 8,000 sp, 1,300 gp, 140 pp, Ring of Free Action, Scroll of Dispel Magic, Scroll of Remove Curse.


Monsters 

Clockwork Soldier

Armor Class 12 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.

Medium construct, unaligned

STRDEXCONINTWISCHA
13 (+1)13 (+1)16 (+3)5 (-3)10 (+0)1 (-5)

Skills Athletics +5, Intimidation -3
Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)

Special Traits

Immutable Form. The soldier is immune to any spell or effect that would alter its form.

Intimidating Legions. A single clockwork soldier’s rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.

Magic Resistance. The soldier has advantage on saving throws against spells and other magical effects.

Actions

Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Overdrive Flurry (Recharge 6). The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.


Chosen Champion

Armor Class 16 (half-plate, shield)
Hit Points 136 (16d8 + 64)
Speed 20 ft.

Medium undeadlawful evil

STRDEXCONINTWISCHA
18 (+4)9 (-1)18 (+4)8 (-1)10 (+0)13 (+1)

Skills Perception +4
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 10 (5,900 XP)

Special Traits

Harrying Shield. While the champion has a shield equipped, the area within 5 feet of it is considered difficult terrain.

Indomitable (2/Day). The champion can reroll a failed save. It must use the new roll.

Actions

Multiattack. The champion can use its Dreadful Glare and makes two attacks with its Cursed Khopesh.

Cursed Khopesh. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw, or be cursed with mummy rot (p.86).

Dreadful Glare. The champion targets one creature it can see within 60 feet of it. If the target can see the champion, it must succeed on a DC 13 Wisdom saving throw against this magic, or become frightened until the end of the champion’’s next turn . If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 10 or less for the next 24 hours.

Legendary Actions

The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The champion regains spent legendary actions at the start of its turn.

Dreadful Glare. The champion uses its Dreadful Glare.

Shield Formation. The champion moves up to its speed. It must end this movement within 5 feet of either its master or closest ally, or it can’t use this action.

Attack (Costs 2 Actions). The champion makes one attack with its Cursed Khopesh.

Lore Book: The Edict of Deviltry

The lore book below was created to facilitate a church trial in my Ptolus campaign on the fate of the Ghostly Minstrel of the famous inn nam...